/* * QEMU Geforce NV2A shader common definitions * * 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 . */ #ifndef HW_NV2A_SHADERS_COMMON_H #define HW_NV2A_SHADERS_COMMON_H #define STRUCT_VERTEX_DATA "struct VertexData {\n" \ " float inv_w;\n" \ " vec4 D0;\n" \ " vec4 D1;\n" \ " vec4 B0;\n" \ " vec4 B1;\n" \ " float Fog;\n" \ " vec4 T0;\n" \ " vec4 T1;\n" \ " vec4 T2;\n" \ " vec4 T3;\n" \ "};\n" void qstring_append_fmt(QString *qstring, const char *fmt, ...); QString *qstring_from_fmt(const char *fmt, ...); void qstring_append_va(QString *qstring, const char *fmt, va_list va); #endif