dolphin/Source/Core/VideoCommon/VertexShaderGen.h
Lioncash 149a97e396 VideoCommon: Remove unnecessary memset on ShaderUid instances.
Zero-initialization zeroes out all members and padding bits, so this is
safe to do. While we're at it, also add static assertions that enforce
the necessary requirements of a UID type explicitly within the ShaderUid
class.

This way, we can remove several memset calls around the shader
generation code that makes sure the underlying UID data is zeroed out.
Now our ShaderUid class enforces this for us, so we don't need to care about
it at the usage sites.
2019-05-30 06:41:54 -04:00

72 lines
1.7 KiB
C

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
enum class APIType;
// TODO should be reordered
enum : int
{
SHADER_POSITION_ATTRIB = 0,
SHADER_POSMTX_ATTRIB = 1,
SHADER_NORM0_ATTRIB = 2,
SHADER_NORM1_ATTRIB = 3,
SHADER_NORM2_ATTRIB = 4,
SHADER_COLOR0_ATTRIB = 5,
SHADER_COLOR1_ATTRIB = 6,
SHADER_TEXTURE0_ATTRIB = 8,
SHADER_TEXTURE1_ATTRIB = 9,
SHADER_TEXTURE2_ATTRIB = 10,
SHADER_TEXTURE3_ATTRIB = 11,
SHADER_TEXTURE4_ATTRIB = 12,
SHADER_TEXTURE5_ATTRIB = 13,
SHADER_TEXTURE6_ATTRIB = 14,
SHADER_TEXTURE7_ATTRIB = 15
};
#pragma pack(1)
struct vertex_shader_uid_data
{
u32 NumValues() const { return sizeof(vertex_shader_uid_data); }
u32 components : 23;
u32 numTexGens : 4;
u32 numColorChans : 2;
u32 dualTexTrans_enabled : 1;
u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is
// 8 bits wide
u32 pad : 18;
struct
{
u32 inputform : 2;
u32 texgentype : 3;
u32 sourcerow : 5;
u32 embosssourceshift : 3;
u32 embosslightshift : 3;
} texMtxInfo[8];
struct
{
u32 index : 6;
u32 normalize : 1;
u32 pad : 1;
} postMtxInfo[8];
LightingUidData lighting;
};
#pragma pack()
using VertexShaderUid = ShaderUid<vertex_shader_uid_data>;
VertexShaderUid GetVertexShaderUid();
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data);