#pragma once #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, VS_BIT_DO_TEXTURE_PROJ = 6, VS_BIT_USE_HW_TRANSFORM = 8, VS_BIT_HAS_NORMAL = 9, // conditioned on hw transform VS_BIT_NORM_REVERSE = 10, VS_BIT_HAS_TEXCOORD = 11, // 5 free after 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 VS_BIT_MATERIAL_UPDATE = 48, // 3 bits, 1 free after 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 VS_BIT_TEXCOORD_FMTSCALE = 60, VS_BIT_FLATSHADE = 62, // 1 free after }; // 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, FS_BIT_BGRA_TEXTURE = 47, }; 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; } } u32 d[2]; bool operator < (const ShaderID &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 ShaderID &other) const { for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) { if (d[i] != other.d[i]) return false; } return true; } 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)); } }; bool CanUseHardwareTransform(int prim); void ComputeVertexShaderID(ShaderID *id, u32 vertexType, bool useHWTransform); // 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); void ComputeFragmentShaderID(ShaderID *id); std::string FragmentShaderDesc(const ShaderID &id);