2015-10-24 21:24:06 +00:00
|
|
|
#pragma once
|
|
|
|
|
2017-02-08 16:35:41 +00:00
|
|
|
#include <string>
|
2017-02-24 19:50:27 +00:00
|
|
|
#include <cstring>
|
2017-02-08 16:35:41 +00:00
|
|
|
#include <cstdint>
|
2015-10-24 21:24:06 +00:00
|
|
|
#include "base/basictypes.h"
|
|
|
|
|
|
|
|
// TODO: There will be additional bits, indicating that groups of these will be
|
|
|
|
// sent to the shader and processed there. This will cut down the number of shaders ("ubershader approach")
|
|
|
|
// This is probably only really worth doing for lighting and bones.
|
|
|
|
enum {
|
|
|
|
VS_BIT_LMODE = 0,
|
|
|
|
VS_BIT_IS_THROUGH = 1,
|
|
|
|
VS_BIT_ENABLE_FOG = 2,
|
|
|
|
VS_BIT_HAS_COLOR = 3,
|
|
|
|
VS_BIT_DO_TEXTURE = 4,
|
2017-01-30 14:52:40 +00:00
|
|
|
VS_BIT_DO_TEXTURE_TRANSFORM = 6,
|
2015-10-24 21:24:06 +00:00
|
|
|
VS_BIT_USE_HW_TRANSFORM = 8,
|
|
|
|
VS_BIT_HAS_NORMAL = 9, // conditioned on hw transform
|
|
|
|
VS_BIT_NORM_REVERSE = 10,
|
2017-01-06 16:21:17 +00:00
|
|
|
VS_BIT_HAS_TEXCOORD = 11,
|
|
|
|
VS_BIT_HAS_COLOR_TESS = 12, // 1 bit
|
|
|
|
VS_BIT_HAS_TEXCOORD_TESS = 13, // 1 bit
|
|
|
|
VS_BIT_NORM_REVERSE_TESS = 14, // 1 bit 1 free after
|
2015-10-24 21:24:06 +00:00
|
|
|
VS_BIT_UVGEN_MODE = 16,
|
|
|
|
VS_BIT_UVPROJ_MODE = 18, // 2, can overlap with LS0
|
|
|
|
VS_BIT_LS0 = 18, // 2
|
|
|
|
VS_BIT_LS1 = 20, // 2
|
|
|
|
VS_BIT_BONES = 22, // 3 should be enough, not 8
|
|
|
|
VS_BIT_ENABLE_BONES = 30,
|
|
|
|
VS_BIT_LIGHT0_COMP = 32, // 2 bits
|
|
|
|
VS_BIT_LIGHT0_TYPE = 34, // 2 bits
|
|
|
|
VS_BIT_LIGHT1_COMP = 36, // 2 bits
|
|
|
|
VS_BIT_LIGHT1_TYPE = 38, // 2 bits
|
|
|
|
VS_BIT_LIGHT2_COMP = 40, // 2 bits
|
|
|
|
VS_BIT_LIGHT2_TYPE = 42, // 2 bits
|
|
|
|
VS_BIT_LIGHT3_COMP = 44, // 2 bits
|
|
|
|
VS_BIT_LIGHT3_TYPE = 46, // 2 bits
|
2017-01-06 16:21:17 +00:00
|
|
|
VS_BIT_MATERIAL_UPDATE = 48, // 3 bits
|
|
|
|
VS_BIT_SPLINE = 51, // 1 bit
|
2015-10-24 21:24:06 +00:00
|
|
|
VS_BIT_LIGHT0_ENABLE = 52,
|
|
|
|
VS_BIT_LIGHT1_ENABLE = 53,
|
|
|
|
VS_BIT_LIGHT2_ENABLE = 54,
|
|
|
|
VS_BIT_LIGHT3_ENABLE = 55,
|
|
|
|
VS_BIT_LIGHTING_ENABLE = 56,
|
|
|
|
VS_BIT_WEIGHT_FMTSCALE = 57, // only two bits, 1 free after
|
2017-01-06 16:21:17 +00:00
|
|
|
VS_BIT_FLATSHADE = 62, // 1 bit
|
|
|
|
VS_BIT_BEZIER = 63, // 1 bit
|
|
|
|
// No more free
|
2015-10-24 21:24:06 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Local
|
|
|
|
enum {
|
|
|
|
FS_BIT_CLEARMODE = 0,
|
|
|
|
FS_BIT_DO_TEXTURE = 1,
|
|
|
|
FS_BIT_TEXFUNC = 2, // 3 bits
|
|
|
|
FS_BIT_TEXALPHA = 5,
|
|
|
|
FS_BIT_SHADER_TEX_CLAMP = 7,
|
|
|
|
FS_BIT_CLAMP_S = 8,
|
|
|
|
FS_BIT_CLAMP_T = 9,
|
|
|
|
FS_BIT_TEXTURE_AT_OFFSET = 10,
|
|
|
|
FS_BIT_LMODE = 11,
|
|
|
|
FS_BIT_ALPHA_TEST = 12,
|
|
|
|
FS_BIT_ALPHA_TEST_FUNC = 13, // 3 bits
|
|
|
|
FS_BIT_ALPHA_AGAINST_ZERO = 16,
|
|
|
|
FS_BIT_COLOR_TEST = 17,
|
|
|
|
FS_BIT_COLOR_TEST_FUNC = 18, // 2 bits
|
|
|
|
FS_BIT_COLOR_AGAINST_ZERO = 20,
|
|
|
|
FS_BIT_ENABLE_FOG = 21,
|
|
|
|
FS_BIT_DO_TEXTURE_PROJ = 22,
|
|
|
|
FS_BIT_COLOR_DOUBLE = 23,
|
|
|
|
FS_BIT_STENCIL_TO_ALPHA = 24, // 2 bits
|
|
|
|
FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE = 26, // 4 bits
|
|
|
|
FS_BIT_REPLACE_LOGIC_OP_TYPE = 30, // 2 bits
|
|
|
|
FS_BIT_REPLACE_BLEND = 32, // 3 bits
|
|
|
|
FS_BIT_BLENDEQ = 35, // 3 bits
|
|
|
|
FS_BIT_BLENDFUNC_A = 38, // 4 bits
|
|
|
|
FS_BIT_BLENDFUNC_B = 42,
|
|
|
|
FS_BIT_FLATSHADE = 46,
|
2015-10-24 22:34:23 +00:00
|
|
|
FS_BIT_BGRA_TEXTURE = 47,
|
2015-10-24 21:24:06 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct ShaderID {
|
|
|
|
ShaderID() {
|
|
|
|
clear();
|
|
|
|
}
|
|
|
|
void clear() {
|
|
|
|
for (size_t i = 0; i < ARRAY_SIZE(d); i++) {
|
|
|
|
d[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void set_invalid() {
|
|
|
|
for (size_t i = 0; i < ARRAY_SIZE(d); i++) {
|
|
|
|
d[i] = 0xFFFFFFFF;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-02-08 16:35:41 +00:00
|
|
|
uint32_t d[2];
|
2015-10-24 21:24:06 +00:00
|
|
|
bool operator < (const ShaderID &other) const {
|
2017-02-08 16:35:41 +00:00
|
|
|
for (size_t i = 0; i < sizeof(d) / sizeof(uint32_t); i++) {
|
2015-10-24 21:24:06 +00:00
|
|
|
if (d[i] < other.d[i])
|
|
|
|
return true;
|
|
|
|
if (d[i] > other.d[i])
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
bool operator == (const ShaderID &other) const {
|
2017-02-08 16:35:41 +00:00
|
|
|
for (size_t i = 0; i < sizeof(d) / sizeof(uint32_t); i++) {
|
2015-10-24 21:24:06 +00:00
|
|
|
if (d[i] != other.d[i])
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
2017-04-03 14:45:58 +00:00
|
|
|
bool operator != (const ShaderID &other) const {
|
|
|
|
return !(*this == other);
|
|
|
|
}
|
2015-10-24 21:24:06 +00:00
|
|
|
bool Bit(int bit) const {
|
|
|
|
return (d[bit >> 5] >> (bit & 31)) & 1;
|
|
|
|
}
|
|
|
|
// Does not handle crossing 32-bit boundaries
|
|
|
|
int Bits(int bit, int count) const {
|
|
|
|
const int mask = (1 << count) - 1;
|
|
|
|
return (d[bit >> 5] >> (bit & 31)) & mask;
|
|
|
|
}
|
|
|
|
void SetBit(int bit, bool value = true) {
|
|
|
|
if (value) {
|
|
|
|
d[bit >> 5] |= 1 << (bit & 31);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void SetBits(int bit, int count, int value) {
|
|
|
|
if (value != 0) {
|
|
|
|
const int mask = (1 << count) - 1;
|
|
|
|
d[bit >> 5] |= (value & mask) << (bit & 31);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ToString(std::string *dest) const {
|
|
|
|
dest->resize(sizeof(d));
|
|
|
|
memcpy(&(*dest)[0], d, sizeof(d));
|
|
|
|
}
|
|
|
|
void FromString(std::string src) {
|
|
|
|
memcpy(d, &(src)[0], sizeof(d));
|
|
|
|
}
|
2015-10-24 21:49:05 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
bool CanUseHardwareTransform(int prim);
|
2017-02-08 16:35:41 +00:00
|
|
|
void ComputeVertexShaderID(ShaderID *id, uint32_t vertexType, bool useHWTransform);
|
2015-10-24 21:49:05 +00:00
|
|
|
// Generates a compact string that describes the shader. Useful in a list to get an overview
|
|
|
|
// of the current flora of shaders.
|
|
|
|
std::string VertexShaderDesc(const ShaderID &id);
|
|
|
|
|
2016-01-17 19:29:34 +00:00
|
|
|
void ComputeFragmentShaderID(ShaderID *id);
|
2015-10-24 21:49:05 +00:00
|
|
|
std::string FragmentShaderDesc(const ShaderID &id);
|