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								// Copyright 2013 Dolphin Emulator Project
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											2015-05-18 01:08:10 +02:00
										 
									 
								 
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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 <array>
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								#include "Common/CommonTypes.h"
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								// all constant buffer attributes must be 16 bytes aligned, so this are the only allowed components:
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								using float4 = std::array<float, 4>;
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								using uint4 = std::array<u32, 4>;
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								using int4 = std::array<s32, 4>;
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								struct PixelShaderConstants
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								{
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								  std::array<int4, 4> colors;
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								  std::array<int4, 4> kcolors;
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								  int4 alpha;
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								  std::array<float4, 8> texdims;
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								  std::array<int4, 2> zbias;
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								  std::array<int4, 2> indtexscale;
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								  std::array<int4, 6> indtexmtx;
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								  int4 fogcolor;
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								  int4 fogi;
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								  float4 fogf;
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								  std::array<float4, 3> fogrange;
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								  float4 zslope;
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								  std::array<float, 2> efbscale;  // .xy
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								  // Constants from here onwards are only used in ubershaders.
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								  u32 genmode;                  // .z
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								  u32 alphaTest;                // .w
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								  u32 fogParam3;                // .x
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								  u32 fogRangeBase;             // .y
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								  u32 dstalpha;                 // .z
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								  u32 ztex_op;                  // .w
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								  u32 late_ztest;               // .x (bool)
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								  u32 rgba6_format;             // .y (bool)
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								  u32 dither;                   // .z (bool)
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								  u32 bounding_box;             // .w (bool)
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								  std::array<uint4, 16> pack1;  // .xy - combiners, .z - tevind, .w - iref
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								  std::array<uint4, 8> pack2;   // .x - tevorder, .y - tevksel
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								  std::array<int4, 32> konst;   // .rgba
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								  // The following are used in ubershaders when using shader_framebuffer_fetch blending
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								  u32 blend_enable;
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								  u32 blend_src_factor;
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								  u32 blend_src_factor_alpha;
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								  u32 blend_dst_factor;
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								  u32 blend_dst_factor_alpha;
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								  u32 blend_subtract;
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								  u32 blend_subtract_alpha;
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								};
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								struct VertexShaderConstants
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								{
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								  u32 components;           // .x
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								  u32 xfmem_dualTexInfo;    // .y
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								  u32 xfmem_numColorChans;  // .z
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								  u32 pad1;                 // .w
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								  std::array<float4, 6> posnormalmatrix;
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								  std::array<float4, 4> projection;
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								  std::array<int4, 4> materials;
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								  struct Light
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								  {
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								    int4 color;
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								    float4 cosatt;
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								    float4 distatt;
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								    float4 pos;
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								    float4 dir;
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								  };
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								  std::array<Light, 8> lights;
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								  std::array<float4, 24> texmatrices;
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								  std::array<float4, 64> transformmatrices;
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								  std::array<float4, 32> normalmatrices;
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								  std::array<float4, 64> posttransformmatrices;
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								  float4 pixelcentercorrection;
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								  std::array<float, 2> viewport;  // .xy
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								  std::array<float, 2> pad2;      // .zw
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								  // .x - texMtxInfo, .y - postMtxInfo, [0..1].z = color, [0..1].w = alpha
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								  std::array<uint4, 8> xfmem_pack1;
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								};
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								struct GeometryShaderConstants
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								{
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								  float4 stereoparams;
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								  float4 lineptparams;
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								  int4 texoffset;
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								};
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