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

57 lines
2.0 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 *smooth_s = "";
const char *flat_s = "flat ";
const char *qualifier_s = smooth ? smooth_s : flat_s;
const char *in_out_s = in ? "in" : "out";
const char *float_s = "float";
const char *vec4_s = "vec4";
const char *prefix_s = prefix ? "v_" : "";
const char *suffix_s = array ? "[]" : "";
const struct {
const char *qualifier, *type, *name;
} attr[] = {
{ qualifier_s, vec4_s, "vtxD0" },
{ qualifier_s, vec4_s, "vtxD1" },
{ qualifier_s, vec4_s, "vtxB0" },
{ qualifier_s, vec4_s, "vtxB1" },
{ smooth_s, float_s, "vtxFog" },
{ smooth_s, vec4_s, "vtxT0" },
{ smooth_s, vec4_s, "vtxT1" },
{ smooth_s, vec4_s, "vtxT2" },
{ smooth_s, vec4_s, "vtxT3" },
};
for (int i = 0; i < ARRAY_SIZE(attr); i++) {
if (location) {
mstring_append_fmt(out, "layout(location = %d) ", i);
}
mstring_append_fmt(out, "%s%s %s %s%s%s;\n", attr[i].qualifier,
in_out_s, attr[i].type, prefix_s, attr[i].name,
suffix_s);
}
return out;
}