dolphin/Source/Core/VideoCommon/Src/VertexShaderGen.h
Rodolfo Osvaldo Bogado fc12291806 some fixes to my last commit and ....
modify shader generator to produce native sm 4.0 code.
eliminate compatibility mode in dx11 so now all shader must work much better.
please test.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5691 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-14 14:36:01 +00:00

111 lines
2.9 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef GCOGL_VERTEXSHADER_H
#define GCOGL_VERTEXSHADER_H
#include "XFMemory.h"
#include "VideoCommon.h"
#define SHADER_POSMTX_ATTRIB 1
#define SHADER_NORM1_ATTRIB 6
#define SHADER_NORM2_ATTRIB 7
// 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_FOGPARAMS "cfog"
#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_FOGPARAMS (C_POSTTRANSFORMMATRICES + 64)
class VERTEXSHADERUID
{
public:
u32 values[9];
VERTEXSHADERUID()
{
memset(values, 0, sizeof(values));
}
VERTEXSHADERUID(const VERTEXSHADERUID& r)
{
for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
values[i] = r.values[i];
}
int GetNumValues() const
{
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;
}
};
// components is included in the uid.
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
extern VERTEXSHADERUID last_vertex_shader_uid;
#endif // GCOGL_VERTEXSHADER_H