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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #pragma once
- #include <initializer_list>
- #include <common/common_types.h>
- #include "math.h"
- #include "pica.h"
- namespace Pica {
- namespace VertexShader {
- struct InputVertex {
- Math::Vec4<float24> attr[16];
- };
- struct OutputVertex {
- OutputVertex() = default;
- // VS output attributes
- Math::Vec4<float24> pos;
- Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
- Math::Vec4<float24> color;
- Math::Vec2<float24> tc0;
- Math::Vec2<float24> tc1;
- float24 pad[6];
- Math::Vec2<float24> tc2;
- // Padding for optimal alignment
- float24 pad2[4];
- // Attributes used to store intermediate results
- // position after perspective divide
- Math::Vec3<float24> screenpos;
- float24 pad3;
- // Linear interpolation
- // factor: 0=this, 1=vtx
- void Lerp(float24 factor, const OutputVertex& vtx) {
- pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
- // TODO: Should perform perspective correct interpolation here...
- tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
- tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
- tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
- screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
- color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
- }
- // Linear interpolation
- // factor: 0=v0, 1=v1
- static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
- OutputVertex ret = v0;
- ret.Lerp(factor, v1);
- return ret;
- }
- };
- static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
- static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
- void SubmitShaderMemoryChange(u32 addr, u32 value);
- void SubmitSwizzleDataChange(u32 addr, u32 value);
- OutputVertex RunShader(const InputVertex& input, int num_attributes);
- Math::Vec4<float24>& GetFloatUniform(u32 index);
- bool& GetBoolUniform(u32 index);
- Math::Vec4<u8>& GetIntUniform(u32 index);
- Math::Vec4<float24>& GetDefaultAttribute(u32 index);
- const std::array<u32, 1024>& GetShaderBinary();
- const std::array<u32, 1024>& GetSwizzlePatterns();
- } // namespace
- } // namespace
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