dolphin/Source/Core/VideoCommon/ConstantManager.h
Pokechu22 4a9b26de86 VideoCommon: Expose SamplerState to shaders
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00

96 lines
2.8 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include "Common/CommonTypes.h"
// all constant buffer attributes must be 16 bytes aligned, so this are the only allowed components:
using float4 = std::array<float, 4>;
using uint4 = std::array<u32, 4>;
using int4 = std::array<s32, 4>;
enum class DstBlendFactor : u32;
enum class SrcBlendFactor : u32;
enum class ZTexOp : u32;
struct PixelShaderConstants
{
std::array<int4, 4> colors;
std::array<int4, 4> kcolors;
int4 alpha;
std::array<uint4, 8> texdims;
std::array<int4, 2> zbias;
std::array<int4, 2> indtexscale;
std::array<int4, 6> indtexmtx;
int4 fogcolor;
int4 fogi;
float4 fogf;
std::array<float4, 3> fogrange;
float4 zslope;
std::array<float, 2> efbscale; // .xy
// Constants from here onwards are only used in ubershaders, other than pack2.
u32 genmode; // .z
u32 alphaTest; // .w
u32 fogParam3; // .x
u32 fogRangeBase; // .y
u32 dstalpha; // .z
ZTexOp ztex_op; // .w
u32 late_ztest; // .x (bool)
u32 rgba6_format; // .y (bool)
u32 dither; // .z (bool)
u32 bounding_box; // .w (bool)
std::array<uint4, 16> pack1; // .xy - combiners, .z - tevind, .w - iref
std::array<uint4, 8> pack2; // .x - tevorder, .y - tevksel, .z/.w - SamplerState tm0/tm1
std::array<int4, 32> konst; // .rgba
// The following are used in ubershaders when using shader_framebuffer_fetch blending
u32 blend_enable;
SrcBlendFactor blend_src_factor;
SrcBlendFactor blend_src_factor_alpha;
DstBlendFactor blend_dst_factor;
DstBlendFactor blend_dst_factor_alpha;
u32 blend_subtract;
u32 blend_subtract_alpha;
};
struct VertexShaderConstants
{
u32 components; // .x
u32 xfmem_dualTexInfo; // .y
u32 xfmem_numColorChans; // .z
u32 missing_color_hex; // .w, used for change detection but not directly by shaders
float4 missing_color_value;
std::array<float4, 6> posnormalmatrix;
std::array<float4, 4> projection;
std::array<int4, 4> materials;
struct Light
{
int4 color;
float4 cosatt;
float4 distatt;
float4 pos;
float4 dir;
};
std::array<Light, 8> lights;
std::array<float4, 24> texmatrices;
std::array<float4, 64> transformmatrices;
std::array<float4, 32> normalmatrices;
std::array<float4, 64> posttransformmatrices;
float4 pixelcentercorrection;
std::array<float, 2> viewport; // .xy
std::array<float, 2> pad2; // .zw
// .x - texMtxInfo, .y - postMtxInfo, [0..1].z = color, [0..1].w = alpha
std::array<uint4, 8> xfmem_pack1;
};
struct GeometryShaderConstants
{
float4 stereoparams;
float4 lineptparams;
int4 texoffset;
};