mirror of https://github.com/xemu-project/xemu.git
136 lines
3.5 KiB
C
136 lines
3.5 KiB
C
/*
|
|
* QEMU Geforce NV2A shader generator
|
|
*
|
|
* Copyright (c) 2015 espes
|
|
* Copyright (c) 2015 Jannik Vogel
|
|
*
|
|
* 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/>.
|
|
*/
|
|
|
|
#ifndef HW_NV2A_SHADERS_H
|
|
#define HW_NV2A_SHADERS_H
|
|
|
|
#include "qapi/qmp/qstring.h"
|
|
#include "gl/gloffscreen.h"
|
|
|
|
#include "nv2a_regs.h"
|
|
#include "vsh.h"
|
|
#include "psh.h"
|
|
|
|
enum ShaderPrimitiveMode {
|
|
PRIM_TYPE_NONE,
|
|
PRIM_TYPE_POINTS,
|
|
PRIM_TYPE_LINES,
|
|
PRIM_TYPE_LINE_LOOP,
|
|
PRIM_TYPE_LINE_STRIP,
|
|
PRIM_TYPE_TRIANGLES,
|
|
PRIM_TYPE_TRIANGLE_STRIP,
|
|
PRIM_TYPE_TRIANGLE_FAN,
|
|
PRIM_TYPE_QUADS,
|
|
PRIM_TYPE_QUAD_STRIP,
|
|
PRIM_TYPE_POLYGON,
|
|
};
|
|
|
|
enum ShaderPolygonMode {
|
|
POLY_MODE_FILL,
|
|
POLY_MODE_POINT,
|
|
POLY_MODE_LINE,
|
|
};
|
|
|
|
enum MaterialColorSource {
|
|
MATERIAL_COLOR_SRC_MATERIAL,
|
|
MATERIAL_COLOR_SRC_DIFFUSE,
|
|
MATERIAL_COLOR_SRC_SPECULAR,
|
|
};
|
|
|
|
typedef struct ShaderState {
|
|
unsigned int surface_scale_factor;
|
|
|
|
PshState psh;
|
|
uint16_t compressed_attrs;
|
|
|
|
bool texture_matrix_enable[4];
|
|
enum VshTexgen texgen[4][4];
|
|
|
|
bool fog_enable;
|
|
enum VshFoggen foggen;
|
|
enum VshFogMode fog_mode;
|
|
|
|
enum VshSkinning skinning;
|
|
|
|
bool normalization;
|
|
|
|
enum MaterialColorSource emission_src;
|
|
enum MaterialColorSource ambient_src;
|
|
enum MaterialColorSource diffuse_src;
|
|
enum MaterialColorSource specular_src;
|
|
|
|
bool lighting;
|
|
enum VshLight light[NV2A_MAX_LIGHTS];
|
|
|
|
bool fixed_function;
|
|
|
|
/* vertex program */
|
|
bool vertex_program;
|
|
uint32_t program_data[NV2A_MAX_TRANSFORM_PROGRAM_LENGTH][VSH_TOKEN_SIZE];
|
|
int program_length;
|
|
bool z_perspective;
|
|
|
|
/* primitive format for geometry shader */
|
|
enum ShaderPolygonMode polygon_front_mode;
|
|
enum ShaderPolygonMode polygon_back_mode;
|
|
enum ShaderPrimitiveMode primitive_mode;
|
|
|
|
bool point_params_enable;
|
|
float point_size;
|
|
float point_params[8];
|
|
} ShaderState;
|
|
|
|
typedef struct ShaderBinding {
|
|
GLuint gl_program;
|
|
GLenum gl_primitive_mode;
|
|
|
|
GLint psh_constant_loc[9][2];
|
|
GLint alpha_ref_loc;
|
|
|
|
GLint bump_mat_loc[NV2A_MAX_TEXTURES];
|
|
GLint bump_scale_loc[NV2A_MAX_TEXTURES];
|
|
GLint bump_offset_loc[NV2A_MAX_TEXTURES];
|
|
GLint tex_scale_loc[NV2A_MAX_TEXTURES];
|
|
|
|
GLint surface_size_loc;
|
|
GLint clip_range_loc;
|
|
|
|
GLint vsh_constant_loc[NV2A_VERTEXSHADER_CONSTANTS];
|
|
uint32_t vsh_constants[NV2A_VERTEXSHADER_CONSTANTS][4];
|
|
|
|
GLint inv_viewport_loc;
|
|
GLint ltctxa_loc[NV2A_LTCTXA_COUNT];
|
|
GLint ltctxb_loc[NV2A_LTCTXB_COUNT];
|
|
GLint ltc1_loc[NV2A_LTC1_COUNT];
|
|
|
|
GLint fog_color_loc;
|
|
GLint fog_param_loc[2];
|
|
GLint light_infinite_half_vector_loc[NV2A_MAX_LIGHTS];
|
|
GLint light_infinite_direction_loc[NV2A_MAX_LIGHTS];
|
|
GLint light_local_position_loc[NV2A_MAX_LIGHTS];
|
|
GLint light_local_attenuation_loc[NV2A_MAX_LIGHTS];
|
|
|
|
GLint clip_region_loc[8];
|
|
} ShaderBinding;
|
|
|
|
ShaderBinding* generate_shaders(const ShaderState state);
|
|
|
|
#endif
|