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										 |  |  | // Copyright 2012 Dolphin Emulator Project
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										 |  |  | // Licensed under GPLv2+
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										 |  |  | // Refer to the license.txt file included.
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										 |  |  | #pragma once
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										 |  |  | #include <cstdarg>
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										 |  |  | #include <cstring>
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							|  |  |  | #include <map>
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										 |  |  | #include <string>
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										 |  |  | #include <vector>
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										 |  |  | #include "Common/CommonTypes.h"
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										 |  |  | #include "Common/StringUtil.h"
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										 |  |  | #include "VideoCommon/VideoCommon.h"
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										 |  |  | #include "VideoCommon/VideoConfig.h"
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										 |  |  | /**
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										 |  |  |  * Common interface for classes that need to go through the shader generation path | 
					
						
							|  |  |  |  * (GenerateVertexShader, GenerateGeometryShader, GeneratePixelShader) | 
					
						
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										 |  |  |  * In particular, this includes the shader code generator (ShaderCode). | 
					
						
							|  |  |  |  * A different class (ShaderUid) can be used to uniquely identify each ShaderCode object. | 
					
						
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										 |  |  |  * More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader | 
					
						
							|  |  |  |  * constants are being used. This can be used to optimize buffer management. | 
					
						
							|  |  |  |  * If the class does not use one or more of these methods (e.g. Uid class does not need code), the | 
					
						
							|  |  |  |  * method will be defined as a no-op by the base class, and the call | 
					
						
							|  |  |  |  * should be optimized out. The reason for this implementation is so that shader | 
					
						
							|  |  |  |  * selection/generation can be done in two passes, with only a cache lookup being | 
					
						
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										 |  |  |  * required if the shader has already been generated. | 
					
						
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										 |  |  |  */ | 
					
						
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										 |  |  | class ShaderGeneratorInterface | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | public: | 
					
						
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										 |  |  |   /*
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							|  |  |  |    * Used when the shader generator would write a piece of ShaderCode. | 
					
						
							|  |  |  |    * Can be used like printf. | 
					
						
							|  |  |  |    * @note In the ShaderCode implementation, this does indeed write the parameter string to an | 
					
						
							|  |  |  |    * internal buffer. However, you're free to do whatever you like with the parameter. | 
					
						
							|  |  |  |    */ | 
					
						
							|  |  |  |   void Write(const char*, ...) | 
					
						
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										 |  |  | #ifdef __GNUC__
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										 |  |  |       __attribute__((format(printf, 2, 3))) | 
					
						
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										 |  |  | #endif
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										 |  |  |   { | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
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							|  |  |  |   /*
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							|  |  |  |    * Tells us that a specific constant range (including last_index) is being used by the shader | 
					
						
							|  |  |  |    */ | 
					
						
							|  |  |  |   void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {} | 
					
						
							|  |  |  |   /*
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							|  |  |  |    * Returns a pointer to an internally stored object of the uid_data type. | 
					
						
							|  |  |  |    * @warning since most child classes use the default implementation you shouldn't access this | 
					
						
							|  |  |  |    * directly without adding precautions against nullptr access (e.g. via adding a dummy structure, | 
					
						
							|  |  |  |    * cf. the vertex/pixel shader generators) | 
					
						
							|  |  |  |    */ | 
					
						
							|  |  |  |   template <class uid_data> | 
					
						
							|  |  |  |   uid_data* GetUidData() | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     return nullptr; | 
					
						
							|  |  |  |   } | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | /*
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										 |  |  |  * Shader UID class used to uniquely identify the ShaderCode output written in the shader generator. | 
					
						
							|  |  |  |  * uid_data can be any struct of parameters that uniquely identify each shader code output. | 
					
						
							|  |  |  |  * Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint. | 
					
						
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										 |  |  |  * Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw | 
					
						
							|  |  |  |  * u32 values from a union. | 
					
						
							|  |  |  |  * NOTE: Because LinearDiskCache reads and writes the storage associated with a ShaderUid instance, | 
					
						
							|  |  |  |  * ShaderUid must be trivially copyable. | 
					
						
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										 |  |  |  */ | 
					
						
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										 |  |  | template <class uid_data> | 
					
						
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										 |  |  | class ShaderUid : public ShaderGeneratorInterface | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | public: | 
					
						
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										 |  |  |   bool operator==(const ShaderUid& obj) const | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0; | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  |   bool operator!=(const ShaderUid& obj) const | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) != 0; | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  |   // determines the storage order inside STL containers
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							|  |  |  |   bool operator<(const ShaderUid& obj) const | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0; | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  |   template <class uid_data2> | 
					
						
							|  |  |  |   uid_data2* GetUidData() | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     return &data; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   const uid_data* GetUidData() const { return &data; } | 
					
						
							|  |  |  |   const u8* GetUidDataRaw() const { return &values[0]; } | 
					
						
							|  |  |  |   size_t GetUidDataSize() const { return sizeof(values); } | 
					
						
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										 |  |  | private: | 
					
						
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										 |  |  |   union | 
					
						
							|  |  |  |   { | 
					
						
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										 |  |  |     uid_data data; | 
					
						
							|  |  |  |     u8 values[sizeof(uid_data)]; | 
					
						
							|  |  |  |   }; | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | class ShaderCode : public ShaderGeneratorInterface | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   ShaderCode() { m_buffer.reserve(16384); } | 
					
						
							|  |  |  |   const std::string& GetBuffer() const { return m_buffer; } | 
					
						
							|  |  |  |   void Write(const char* fmt, ...) | 
					
						
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										 |  |  | #ifdef __GNUC__
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										 |  |  |       __attribute__((format(printf, 2, 3))) | 
					
						
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										 |  |  | #endif
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										 |  |  |   { | 
					
						
							|  |  |  |     va_list arglist; | 
					
						
							|  |  |  |     va_start(arglist, fmt); | 
					
						
							|  |  |  |     m_buffer += StringFromFormatV(fmt, arglist); | 
					
						
							|  |  |  |     va_end(arglist); | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  | protected: | 
					
						
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										 |  |  |   std::string m_buffer; | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | /**
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										 |  |  |  * Generates a shader constant profile which can be used to query which constants are used in a | 
					
						
							|  |  |  |  * shader | 
					
						
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										 |  |  |  */ | 
					
						
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										 |  |  | class ShaderConstantProfile : public ShaderGeneratorInterface | 
					
						
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										 |  |  |   ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); } | 
					
						
							|  |  |  |   void SetConstantsUsed(unsigned int first_index, unsigned int last_index) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     for (unsigned int i = first_index; i < last_index + 1; ++i) | 
					
						
							|  |  |  |       constant_usage[i] = true; | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  |   bool ConstantIsUsed(unsigned int index) const | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     // TODO: Not ready for usage yet
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							|  |  |  |     return true; | 
					
						
							|  |  |  |     // return constant_usage[index];
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							|  |  |  |   } | 
					
						
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										 |  |  |   std::vector<bool> constant_usage;  // TODO: Is vector<bool> appropriate here?
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										 |  |  | }; | 
					
						
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										 |  |  | template <class T> | 
					
						
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										 |  |  | inline void DefineOutputMember(T& object, APIType api_type, const char* qualifier, const char* type, | 
					
						
							|  |  |  |                                const char* name, int var_index, const char* semantic = "", | 
					
						
							|  |  |  |                                int semantic_index = -1) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   object.Write("\t%s %s %s", qualifier, type, name); | 
					
						
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										 |  |  |   if (var_index != -1) | 
					
						
							|  |  |  |     object.Write("%d", var_index); | 
					
						
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										 |  |  |   if (api_type == APIType::D3D && strlen(semantic) > 0) | 
					
						
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										 |  |  |   { | 
					
						
							|  |  |  |     if (semantic_index != -1) | 
					
						
							|  |  |  |       object.Write(" : %s%d", semantic, semantic_index); | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |       object.Write(" : %s", semantic); | 
					
						
							|  |  |  |   } | 
					
						
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										 |  |  |   object.Write(";\n"); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | template <class T> | 
					
						
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										 |  |  | inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens, | 
					
						
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										 |  |  |                                     bool per_pixel_lighting, const char* qualifier) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION"); | 
					
						
							|  |  |  |   DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0); | 
					
						
							|  |  |  |   DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1); | 
					
						
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										 |  |  |   for (unsigned int i = 0; i < texgens; ++i) | 
					
						
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										 |  |  |     DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i); | 
					
						
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										 |  |  |   DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens); | 
					
						
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										 |  |  |   if (per_pixel_lighting) | 
					
						
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										 |  |  |   { | 
					
						
							|  |  |  |     DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD", | 
					
						
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										 |  |  |                        texgens + 1); | 
					
						
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										 |  |  |     DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD", | 
					
						
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										 |  |  |                        texgens + 2); | 
					
						
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										 |  |  |   } | 
					
						
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										 |  |  |   DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0); | 
					
						
							|  |  |  |   DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | template <class T> | 
					
						
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										 |  |  | inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 texgens, | 
					
						
							|  |  |  |                                   bool per_pixel_lighting) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   object.Write("\t%s.pos = %s.pos;\n", a, b); | 
					
						
							|  |  |  |   object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b); | 
					
						
							|  |  |  |   object.Write("\t%s.colors_1 = %s.colors_1;\n", a, b); | 
					
						
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										 |  |  |   for (unsigned int i = 0; i < texgens; ++i) | 
					
						
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										 |  |  |     object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i); | 
					
						
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   object.Write("\t%s.clipPos = %s.clipPos;\n", a, b); | 
					
						
							| 
									
										
										
										
											2014-12-21 12:52:14 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-16 22:56:49 +13:00
										 |  |  |   if (per_pixel_lighting) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							|  |  |  |     object.Write("\t%s.Normal = %s.Normal;\n", a, b); | 
					
						
							|  |  |  |     object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b); | 
					
						
							|  |  |  |   } | 
					
						
							| 
									
										
										
										
											2016-08-04 14:09:35 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-08-12 15:06:26 +02:00
										 |  |  |   object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b); | 
					
						
							|  |  |  |   object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b); | 
					
						
							| 
									
										
										
										
											2014-11-02 23:40:52 +01:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2015-09-06 13:58:18 +02:00
										 |  |  | // We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
 | 
					
						
							|  |  |  | // pixel shader will be executed for each pixel which has at least one passed sample.
 | 
					
						
							|  |  |  | // So there may be rendered pixels where the center of the pixel isn't in the primitive.
 | 
					
						
							|  |  |  | // As the pixel shader usually renders at the center of the pixel, this position may be
 | 
					
						
							|  |  |  | // outside the primitive. This will lead to sampling outside the texture, sign changes, ...
 | 
					
						
							|  |  |  | // As a workaround, we interpolate at the centroid of the coveraged pixel, which
 | 
					
						
							|  |  |  | // is always inside the primitive.
 | 
					
						
							|  |  |  | // Without MSAA, this flag is defined to have no effect.
 | 
					
						
							| 
									
										
										
										
											2016-01-16 22:56:49 +13:00
										 |  |  | inline const char* GetInterpolationQualifier(bool msaa, bool ssaa, | 
					
						
							|  |  |  |                                              bool in_glsl_interface_block = false, bool in = false) | 
					
						
							| 
									
										
										
										
											2015-09-06 13:58:18 +02:00
										 |  |  | { | 
					
						
							| 
									
										
										
										
											2016-01-16 22:56:49 +13:00
										 |  |  |   if (!msaa) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     return ""; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
 | 
					
						
							|  |  |  |   // "centroid in" and not "centroid", even within an interface block.
 | 
					
						
							|  |  |  |   if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout) | 
					
						
							|  |  |  |   { | 
					
						
							| 
									
										
										
										
											2016-01-16 22:56:49 +13:00
										 |  |  |     if (!ssaa) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       return in ? "centroid in" : "centroid out"; | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |       return in ? "sample in" : "sample out"; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else | 
					
						
							|  |  |  |   { | 
					
						
							| 
									
										
										
										
											2016-01-16 22:56:49 +13:00
										 |  |  |     if (!ssaa) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       return "centroid"; | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |       return "sample"; | 
					
						
							|  |  |  |   } | 
					
						
							| 
									
										
										
										
											2015-09-06 13:58:18 +02:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-05-30 16:17:30 +02:00
										 |  |  | // Constant variable names
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | #define I_COLORS "color"
 | 
					
						
							|  |  |  | #define I_KCOLORS "k"
 | 
					
						
							|  |  |  | #define I_ALPHA "alphaRef"
 | 
					
						
							|  |  |  | #define I_TEXDIMS "texdim"
 | 
					
						
							|  |  |  | #define I_ZBIAS "czbias"
 | 
					
						
							|  |  |  | #define I_INDTEXSCALE "cindscale"
 | 
					
						
							|  |  |  | #define I_INDTEXMTX "cindmtx"
 | 
					
						
							|  |  |  | #define I_FOGCOLOR "cfogcolor"
 | 
					
						
							|  |  |  | #define I_FOGI "cfogi"
 | 
					
						
							|  |  |  | #define I_FOGF "cfogf"
 | 
					
						
							|  |  |  | #define I_ZSLOPE "czslope"
 | 
					
						
							|  |  |  | #define I_EFBSCALE "cefbscale"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #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"
 | 
					
						
							| 
									
										
										
										
											2014-05-30 16:17:30 +02:00
										 |  |  | #define I_POSTTRANSFORMMATRICES "cpostmtx"
 | 
					
						
							| 
									
										
										
										
											2014-10-25 02:59:02 +02:00
										 |  |  | #define I_PIXELCENTERCORRECTION "cpixelcenter"
 | 
					
						
							| 
									
										
										
										
											2014-12-14 21:23:13 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | #define I_STEREOPARAMS "cstereo"
 | 
					
						
							|  |  |  | #define I_LINEPTPARAMS "clinept"
 | 
					
						
							|  |  |  | #define I_TEXOFFSET "ctexoffset"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static const char s_shader_uniforms[] = "\tfloat4 " I_POSNORMALMATRIX "[6];\n" | 
					
						
							|  |  |  |                                         "\tfloat4 " I_PROJECTION "[4];\n" | 
					
						
							|  |  |  |                                         "\tint4 " I_MATERIALS "[4];\n" | 
					
						
							|  |  |  |                                         "\tLight " I_LIGHTS "[8];\n" | 
					
						
							|  |  |  |                                         "\tfloat4 " I_TEXMATRICES "[24];\n" | 
					
						
							|  |  |  |                                         "\tfloat4 " I_TRANSFORMMATRICES "[64];\n" | 
					
						
							|  |  |  |                                         "\tfloat4 " I_NORMALMATRICES "[32];\n" | 
					
						
							|  |  |  |                                         "\tfloat4 " I_POSTTRANSFORMMATRICES "[64];\n" | 
					
						
							|  |  |  |                                         "\tfloat4 " I_PIXELCENTERCORRECTION ";\n"; |