xemu/hw/xbox/nv2a/pgraph/vsh.h

132 lines
2.7 KiB
C

/*
* QEMU Geforce NV2A vertex shader translation
*
* Copyright (c) 2012 espes
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 or
* (at your option) version 3 of the License.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://www.gnu.org/licenses/>.
*/
#ifndef HW_NV2A_VSH_H
#define HW_NV2A_VSH_H
#include <stdbool.h>
#include "qemu/mstring.h"
enum VshLight {
LIGHT_OFF,
LIGHT_INFINITE,
LIGHT_LOCAL,
LIGHT_SPOT
};
enum VshTexgen {
TEXGEN_DISABLE,
TEXGEN_EYE_LINEAR,
TEXGEN_OBJECT_LINEAR,
TEXGEN_SPHERE_MAP,
TEXGEN_NORMAL_MAP,
TEXGEN_REFLECTION_MAP,
};
enum VshFogMode {
FOG_MODE_LINEAR,
FOG_MODE_EXP,
FOG_MODE_ERROR2, /* Doesn't exist */
FOG_MODE_EXP2,
FOG_MODE_LINEAR_ABS,
FOG_MODE_EXP_ABS,
FOG_MODE_ERROR6, /* Doesn't exist */
FOG_MODE_EXP2_ABS
};
enum VshFoggen {
FOGGEN_SPEC_ALPHA,
FOGGEN_RADIAL,
FOGGEN_PLANAR,
FOGGEN_ABS_PLANAR,
FOGGEN_FOG_X
};
enum VshSkinning {
SKINNING_OFF,
SKINNING_1WEIGHTS,
SKINNING_2WEIGHTS2MATRICES,
SKINNING_2WEIGHTS,
SKINNING_3WEIGHTS3MATRICES,
SKINNING_3WEIGHTS,
SKINNING_4WEIGHTS4MATRICES,
};
// vs.1.1, not an official value
#define VSH_VERSION_VS 0xF078
// Xbox vertex shader
#define VSH_VERSION_XVS 0x2078
// Xbox vertex state shader
#define VSH_VERSION_XVSS 0x7378
// Xbox vertex read/write shader
#define VSH_VERSION_XVSW 0x7778
#define VSH_TOKEN_SIZE 4
typedef enum {
FLD_ILU = 0,
FLD_MAC,
FLD_CONST,
FLD_V,
// Input A
FLD_A_NEG,
FLD_A_SWZ_X,
FLD_A_SWZ_Y,
FLD_A_SWZ_Z,
FLD_A_SWZ_W,
FLD_A_R,
FLD_A_MUX,
// Input B
FLD_B_NEG,
FLD_B_SWZ_X,
FLD_B_SWZ_Y,
FLD_B_SWZ_Z,
FLD_B_SWZ_W,
FLD_B_R,
FLD_B_MUX,
// Input C
FLD_C_NEG,
FLD_C_SWZ_X,
FLD_C_SWZ_Y,
FLD_C_SWZ_Z,
FLD_C_SWZ_W,
FLD_C_R_HIGH,
FLD_C_R_LOW,
FLD_C_MUX,
// Output
FLD_OUT_MAC_MASK,
FLD_OUT_R,
FLD_OUT_ILU_MASK,
FLD_OUT_O_MASK,
FLD_OUT_ORB,
FLD_OUT_ADDRESS,
FLD_OUT_MUX,
// Relative addressing
FLD_A0X,
// Final instruction
FLD_FINAL
} VshFieldName;
uint8_t vsh_get_field(const uint32_t *shader_token, VshFieldName field_name);
#endif