// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #ifndef GCOGL_VERTEXSHADER_H #define GCOGL_VERTEXSHADER_H #include "XFMemory.h" #include "VideoCommon.h" // TODO should be reordered #define SHADER_POSITION_ATTRIB 0 #define SHADER_POSMTX_ATTRIB 1 #define SHADER_NORM0_ATTRIB 2 #define SHADER_NORM1_ATTRIB 3 #define SHADER_NORM2_ATTRIB 4 #define SHADER_COLOR0_ATTRIB 5 #define SHADER_COLOR1_ATTRIB 6 #define SHADER_TEXTURE0_ATTRIB 8 #define SHADER_TEXTURE1_ATTRIB 9 #define SHADER_TEXTURE2_ATTRIB 10 #define SHADER_TEXTURE3_ATTRIB 11 #define SHADER_TEXTURE4_ATTRIB 12 #define SHADER_TEXTURE5_ATTRIB 13 #define SHADER_TEXTURE6_ATTRIB 14 #define SHADER_TEXTURE7_ATTRIB 15 // shader variables #define I_POSNORMALMATRIX "cpnmtx" #define I_PROJECTION "cproj" #define I_MATERIALS "cmtrl" #define I_LIGHTS "clights" #define I_TEXMATRICES "ctexmtx" #define I_TRANSFORMMATRICES "ctrmtx" #define I_NORMALMATRICES "cnmtx" #define I_POSTTRANSFORMMATRICES "cpostmtx" #define I_DEPTHPARAMS "cDepth" // farZ, zRange, scaled viewport width, scaled viewport height #define C_POSNORMALMATRIX 0 #define C_PROJECTION (C_POSNORMALMATRIX + 6) #define C_MATERIALS (C_PROJECTION + 4) #define C_LIGHTS (C_MATERIALS + 4) #define C_TEXMATRICES (C_LIGHTS + 40) #define C_TRANSFORMMATRICES (C_TEXMATRICES + 24) #define C_NORMALMATRICES (C_TRANSFORMMATRICES + 64) #define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32) #define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64) #define C_VENVCONST_END (C_DEPTHPARAMS + 1) const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 }, {I_PROJECTION , C_PROJECTION, 4 }, {I_MATERIALS, C_MATERIALS, 4 }, {I_LIGHTS, C_LIGHTS, 40 }, {I_TEXMATRICES, C_TEXMATRICES, 24 }, {I_TRANSFORMMATRICES , C_TRANSFORMMATRICES, 64 }, {I_NORMALMATRICES , C_NORMALMATRICES, 32 }, {I_POSTTRANSFORMMATRICES, C_POSTTRANSFORMMATRICES, 64 }, {I_DEPTHPARAMS, C_DEPTHPARAMS, 1 }, }; template class _VERTEXSHADERUID { #define NUM_VSUID_VALUES_SAFE 25 public: u32 values[safe ? NUM_VSUID_VALUES_SAFE : 9]; _VERTEXSHADERUID() { } _VERTEXSHADERUID(const _VERTEXSHADERUID& r) { for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i) values[i] = r.values[i]; } int GetNumValues() const { if (safe) return NUM_VSUID_VALUES_SAFE; else return (((values[0] >> 23) & 0xf) * 3 + 3) / 4 + 3; // numTexGens*3/4+1 } bool operator <(const _VERTEXSHADERUID& _Right) const { if (values[0] < _Right.values[0]) return true; else if (values[0] > _Right.values[0]) return false; int N = GetNumValues(); for (int i = 1; i < N; ++i) { if (values[i] < _Right.values[i]) return true; else if (values[i] > _Right.values[i]) return false; } return false; } bool operator ==(const _VERTEXSHADERUID& _Right) const { if (values[0] != _Right.values[0]) return false; int N = GetNumValues(); for (int i = 1; i < N; ++i) { if (values[i] != _Right.values[i]) return false; } return true; } }; typedef _VERTEXSHADERUID VERTEXSHADERUID; typedef _VERTEXSHADERUID VERTEXSHADERUIDSAFE; // components is included in the uid. char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type); const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type); void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components); void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components); // Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components); #endif // GCOGL_VERTEXSHADER_H