forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			68 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
// Copyright 2013 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 "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/XFMemory.h"
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// TODO should be reordered
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#define SHADER_POSITION_ATTRIB  0
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#define SHADER_POSMTX_ATTRIB    1
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#define SHADER_NORM0_ATTRIB     2
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#define SHADER_NORM1_ATTRIB     3
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#define SHADER_NORM2_ATTRIB     4
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#define SHADER_COLOR0_ATTRIB    5
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#define SHADER_COLOR1_ATTRIB    6
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#define SHADER_TEXTURE0_ATTRIB  8
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#define SHADER_TEXTURE1_ATTRIB  9
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#define SHADER_TEXTURE2_ATTRIB  10
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#define SHADER_TEXTURE3_ATTRIB  11
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#define SHADER_TEXTURE4_ATTRIB  12
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#define SHADER_TEXTURE5_ATTRIB  13
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#define SHADER_TEXTURE6_ATTRIB  14
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#define SHADER_TEXTURE7_ATTRIB  15
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#pragma pack(1)
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struct vertex_shader_uid_data
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{
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	u32 NumValues() const { return sizeof(vertex_shader_uid_data); }
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	u32 components           : 23;
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	u32 numTexGens           : 4;
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	u32 numColorChans        : 2;
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	u32 dualTexTrans_enabled : 1;
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	u32 pixel_lighting       : 1;
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	u32 pad0                 : 1;
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	u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is 8 bits wide
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	struct {
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		u32 inputform         : 2;
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		u32 texgentype        : 3;
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		u32 sourcerow         : 5;
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		u32 embosssourceshift : 3;
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		u32 embosslightshift  : 3;
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	} texMtxInfo[8];
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	struct {
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		u32 index     : 6;
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		u32 normalize : 1;
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		u32 pad       : 1;
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	} postMtxInfo[8];
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	LightingUidData lighting;
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};
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#pragma pack()
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typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
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typedef ShaderCode VertexShaderCode; // TODO: Obsolete..
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void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
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void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type);
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void GenerateVSOutputStructForGS(ShaderCode& object, API_TYPE api_type);
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