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ad6725b684
This uniform is used in two cases: * Non-buffered rendering in Vulkan, software transform * Non-buffered rendering in D3D11 level 9 on Windows Phone, software transform - which I don't think anyone builds for anymore Nice to not have it in the main uniform buffer, but mainly a demonstrator/test of moving stuff to the new frame-global buffer, and setting up the infrastructure.
152 lines
4.5 KiB
C++
152 lines
4.5 KiB
C++
#pragma once
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#include <cstdint>
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#include "ShaderCommon.h"
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// Used by the "modern" backends that use uniform buffers. They can share this without issue.
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enum : uint64_t {
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DIRTY_BASE_UNIFORMS =
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DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
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DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_STENCILREPLACEVALUE |
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DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_COLORWRITEMASK | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA |
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DIRTY_BEZIERSPLINE | DIRTY_DEPAL,
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DIRTY_LIGHT_UNIFORMS =
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DIRTY_LIGHT_CONTROL | DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 |
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DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
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};
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// Currently 448 bytes.
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// Every line here is a 4-float.
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struct alignas(16) UB_VS_FS_Base {
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float proj[16];
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float proj_through[16];
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float view[12];
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float world[12];
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float tex[12];
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float uvScaleOffset[4];
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float depthRange[4];
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float matAmbient[4];
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float cullRangeMin[4];
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float cullRangeMax[4];
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uint32_t spline_counts; uint32_t depal_mask_shift_off_fmt; // 4 params packed into one.
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uint32_t colorWriteMask; float mipBias;
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// Fragment data
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float fogColor[3]; uint32_t alphaColorRef;
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float texEnvColor[3]; uint32_t colorTestMask;
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float blendFixA[3]; float stencil;
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float blendFixB[3]; float padUnused;
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float texClamp[4];
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float texClampOffset[2]; float fogCoef[2];
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// VR stuff is to go here, later. For normal drawing, we can then get away
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// with just uploading the first 448 bytes of the struct (up to and including fogCoef).
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};
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static const char * const ub_baseStr =
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R"( mat4 u_proj;
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mat4 u_proj_through;
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mat3x4 u_view;
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mat3x4 u_world;
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mat3x4 u_texmtx;
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vec4 u_uvscaleoffset;
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vec4 u_depthRange;
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vec4 u_matambientalpha;
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vec4 u_cullRangeMin;
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vec4 u_cullRangeMax;
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uint u_spline_counts;
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uint u_depal_mask_shift_off_fmt;
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uint u_colorWriteMask;
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float u_mipBias;
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vec3 u_fogcolor; uint u_alphacolorref;
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vec3 u_texenv; uint u_alphacolormask;
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vec3 u_blendFixA; float u_stencilReplaceValue;
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vec3 u_blendFixB; float u_padUnused;
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vec4 u_texclamp;
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vec2 u_texclampoff;
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vec2 u_fogcoef;
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)";
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// 512 bytes. Would like to shrink more. Some colors only have 8-bit precision and we expand
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// them to float unnecessarily, could just as well expand in the shader.
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struct alignas(16) UB_VS_Lights {
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float ambientColor[4];
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float materialDiffuse[4];
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float materialSpecular[4];
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float materialEmissive[3];
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uint32_t lightControl;
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float lpos[4][4];
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float ldir[4][4];
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float latt[4][4];
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float lightAngle_SpotCoef[4][4]; // TODO: Merge with lightSpotCoef, use .xy
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float lightAmbient[4][4];
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float lightDiffuse[4][4];
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float lightSpecular[4][4];
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};
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static const char * const ub_vs_lightsStr =
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R"( vec4 u_ambient;
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vec3 u_matdiffuse;
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vec4 u_matspecular;
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vec3 u_matemissive;
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uint u_lightControl; // light ubershader
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vec3 u_lightpos0;
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vec3 u_lightpos1;
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vec3 u_lightpos2;
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vec3 u_lightpos3;
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vec3 u_lightdir0;
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vec3 u_lightdir1;
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vec3 u_lightdir2;
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vec3 u_lightdir3;
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vec3 u_lightatt0;
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vec3 u_lightatt1;
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vec3 u_lightatt2;
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vec3 u_lightatt3;
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vec4 u_lightangle_spotCoef0;
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vec4 u_lightangle_spotCoef1;
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vec4 u_lightangle_spotCoef2;
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vec4 u_lightangle_spotCoef3;
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vec3 u_lightambient0;
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vec3 u_lightambient1;
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vec3 u_lightambient2;
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vec3 u_lightambient3;
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vec3 u_lightdiffuse0;
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vec3 u_lightdiffuse1;
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vec3 u_lightdiffuse2;
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vec3 u_lightdiffuse3;
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vec3 u_lightspecular0;
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vec3 u_lightspecular1;
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vec3 u_lightspecular2;
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vec3 u_lightspecular3;
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)";
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// With some cleverness, we could get away with uploading just half this when only the four or five first
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// bones are being used. This is 384b.
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struct alignas(16) UB_VS_Bones {
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float bones[8][12];
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};
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static const char * const ub_vs_bonesStr =
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R"( mat3x4 u_bone0; mat3x4 u_bone1; mat3x4 u_bone2; mat3x4 u_bone3; mat3x4 u_bone4; mat3x4 u_bone5; mat3x4 u_bone6; mat3x4 u_bone7; mat3x4 u_bone8;
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)";
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static const char * const ub_frameStr =
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R"(
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float u_rotation;
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)";
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// Frame-global uniforms.
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struct UB_Frame {
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float rotation; // This is only used when using software transform, and non-buffered, to support native screen rotation.
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};
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void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bool hasNegZ);
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void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport, bool useBufferedRendering);
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void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms);
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void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms);
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void FrameUpdateUniforms(UB_Frame *ub, bool useBufferedRendering);
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uint32_t PackLightControlBits();
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