xemu/hw/xbox/nv2a/pgraph/glsl/common.c

59 lines
2.1 KiB
C

/*
* Geforce NV2A PGRAPH GLSL Shader Generator
*
* Copyright (c) 2024 Matt Borgerson
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#include "common.h"
MString *pgraph_get_glsl_vtx_header(MString *out, bool location, bool smooth, bool in, bool prefix, bool array)
{
const char *flat_s = "flat";
const char *noperspective_s = "noperspective";
const char *qualifier_s = smooth ? noperspective_s : flat_s;
const char *qualifiers[11] = {
noperspective_s, flat_s, qualifier_s, qualifier_s,
qualifier_s, qualifier_s, noperspective_s, noperspective_s,
noperspective_s, noperspective_s, noperspective_s
};
const char *in_out_s = in ? "in" : "out";
const char *float_s = "float";
const char *vec4_s = "vec4";
const char *types[11] = { float_s, float_s, vec4_s, vec4_s, vec4_s, vec4_s,
float_s, vec4_s, vec4_s, vec4_s, vec4_s };
const char *prefix_s = prefix ? "v_" : "";
const char *names[11] = {
"vtx_inv_w", "vtx_inv_w_flat", "vtxD0", "vtxD1", "vtxB0", "vtxB1",
"vtxFog", "vtxT0", "vtxT1", "vtxT2", "vtxT3",
};
const char *suffix_s = array ? "[]" : "";
for (int i = 0; i < 11; i++) {
if (location) {
mstring_append_fmt(out, "layout(location = %d) ", i);
}
mstring_append_fmt(out, "%s %s %s %s%s%s;\n",
qualifiers[i], in_out_s, types[i], prefix_s, names[i], suffix_s);
}
return out;
}