mirror of https://github.com/xemu-project/xemu.git
117 lines
2.9 KiB
C
117 lines
2.9 KiB
C
/*
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* QEMU Geforce NV2A shader generator
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*
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* Copyright (c) 2015 espes
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* Copyright (c) 2015 Jannik Vogel
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef HW_XBOX_NV2A_PGRAPH_SHADERS_H
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#define HW_XBOX_NV2A_PGRAPH_SHADERS_H
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#include <stdint.h>
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#include "hw/xbox/nv2a/nv2a_regs.h"
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#include "vsh.h"
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#include "psh.h"
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enum ShaderPrimitiveMode {
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PRIM_TYPE_INVALID,
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PRIM_TYPE_POINTS,
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PRIM_TYPE_LINES,
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PRIM_TYPE_LINE_LOOP,
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PRIM_TYPE_LINE_STRIP,
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PRIM_TYPE_TRIANGLES,
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PRIM_TYPE_TRIANGLE_STRIP,
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PRIM_TYPE_TRIANGLE_FAN,
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PRIM_TYPE_QUADS,
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PRIM_TYPE_QUAD_STRIP,
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PRIM_TYPE_POLYGON,
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};
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enum ShaderPolygonMode {
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POLY_MODE_FILL,
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POLY_MODE_POINT,
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POLY_MODE_LINE,
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};
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enum MaterialColorSource {
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MATERIAL_COLOR_SRC_MATERIAL,
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MATERIAL_COLOR_SRC_DIFFUSE,
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MATERIAL_COLOR_SRC_SPECULAR,
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};
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typedef struct ShaderState {
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bool vulkan;
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bool use_push_constants_for_uniform_attrs;
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unsigned int surface_scale_factor;
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PshState psh;
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uint16_t compressed_attrs;
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uint16_t uniform_attrs;
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uint16_t swizzle_attrs;
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bool texture_matrix_enable[4];
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enum VshTexgen texgen[4][4];
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bool fog_enable;
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enum VshFoggen foggen;
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enum VshFogMode fog_mode;
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enum VshSkinning skinning;
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bool normalization;
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enum MaterialColorSource emission_src;
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enum MaterialColorSource ambient_src;
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enum MaterialColorSource diffuse_src;
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enum MaterialColorSource specular_src;
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bool separate_specular;
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bool ignore_specular_alpha;
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bool local_eye;
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float specular_power;
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float specular_power_back;
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bool lighting;
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enum VshLight light[NV2A_MAX_LIGHTS];
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bool fixed_function;
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bool specular_enable;
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/* vertex program */
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bool vertex_program;
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uint32_t program_data[NV2A_MAX_TRANSFORM_PROGRAM_LENGTH][VSH_TOKEN_SIZE];
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int program_length;
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bool z_perspective;
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/* primitive format for geometry shader */
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enum ShaderPolygonMode polygon_front_mode;
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enum ShaderPolygonMode polygon_back_mode;
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enum ShaderPrimitiveMode primitive_mode;
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bool point_params_enable;
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float point_size;
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float point_params[8];
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bool smooth_shading;
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} ShaderState;
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typedef struct PGRAPHState PGRAPHState;
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ShaderState pgraph_get_shader_state(PGRAPHState *pg);
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#endif
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