ppsspp/GPU/GLES/VertexShaderGenerator.h
Henrik Rydgard 82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00

58 lines
1.6 KiB
C

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "Globals.h"
// #define USE_BONE_ARRAY
struct VertexShaderID
{
VertexShaderID() {d[0] = 0xFFFFFFFF;}
void clear() {d[0] = 0xFFFFFFFF;}
u32 d[2];
bool operator < (const VertexShaderID &other) const
{
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++)
{
if (d[i] < other.d[i])
return true;
if (d[i] > other.d[i])
return false;
}
return false;
}
bool operator == (const VertexShaderID &other) const
{
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++)
{
if (d[i] != other.d[i])
return false;
}
return true;
}
};
bool CanUseHardwareTransform(int prim);
void ComputeVertexShaderID(VertexShaderID *id, u32 vertexType, int prim, bool useHWTransform);
void GenerateVertexShader(int prim, u32 vertexType, char *buffer, bool useHWTransform);
// Collapse to less skinning shaders to reduce shader switching, which is expensive.
int TranslateNumBones(int bones);