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 program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 or
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* (at your option) version 3 of the License.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef HW_NV2A_SHADERS_H
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#define HW_NV2A_SHADERS_H
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#include "qapi/qmp/qstring.h"
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#include "gl/gloffscreen.h"
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#include "nv2a_vsh.h"
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#include "nv2a_psh.h"
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#include "nv2a_int.h"
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enum ShaderPrimitiveMode {
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PRIM_TYPE_NONE,
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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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typedef struct ShaderState {
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PshState psh;
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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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bool lighting;
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enum VshLight light[NV2A_MAX_LIGHTS];
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bool fixed_function;
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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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} ShaderState;
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typedef struct ShaderBinding {
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GLuint gl_program;
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GLenum gl_primitive_mode;
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GLint psh_constant_loc[9][2];
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GLint alpha_ref_loc;
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GLint bump_mat_loc[NV2A_MAX_TEXTURES];
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GLint bump_scale_loc[NV2A_MAX_TEXTURES];
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GLint bump_offset_loc[NV2A_MAX_TEXTURES];
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GLint surface_size_loc;
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GLint clip_range_loc;
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GLint vsh_constant_loc[NV2A_VERTEXSHADER_CONSTANTS];
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GLint inv_viewport_loc;
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GLint ltctxa_loc[NV2A_LTCTXA_COUNT];
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GLint ltctxb_loc[NV2A_LTCTXB_COUNT];
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GLint ltc1_loc[NV2A_LTC1_COUNT];
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GLint fog_color_loc;
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GLint fog_param_loc[2];
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GLint light_infinite_half_vector_loc[NV2A_MAX_LIGHTS];
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GLint light_infinite_direction_loc[NV2A_MAX_LIGHTS];
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GLint light_local_position_loc[NV2A_MAX_LIGHTS];
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GLint light_local_attenuation_loc[NV2A_MAX_LIGHTS];
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GLint clip_region_loc[8];
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} ShaderBinding;
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ShaderBinding* generate_shaders(const ShaderState state);
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#endif
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