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Shader: Define a common interface for running vertex shader programs.
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@ -4,68 +4,15 @@
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#pragma once
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#include <type_traits>
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#include "common/vector_math.h"
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#include "video_core/pica.h"
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#include "shader.h"
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namespace Pica {
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namespace Shader {
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struct InputVertex {
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Math::Vec4<float24> attr[16];
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};
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struct OutputVertex {
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OutputVertex() = default;
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// VS output attributes
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Math::Vec4<float24> pos;
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Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
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Math::Vec4<float24> color;
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Math::Vec2<float24> tc0;
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Math::Vec2<float24> tc1;
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float24 pad[6];
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Math::Vec2<float24> tc2;
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// Padding for optimal alignment
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float24 pad2[4];
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// Attributes used to store intermediate results
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// position after perspective divide
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Math::Vec3<float24> screenpos;
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float24 pad3;
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// Linear interpolation
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// factor: 0=this, 1=vtx
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void Lerp(float24 factor, const OutputVertex& vtx) {
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
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// TODO: Should perform perspective correct interpolation here...
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
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screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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}
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// Linear interpolation
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// factor: 0=v0, 1=v1
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static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
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OutputVertex ret = v0;
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ret.Lerp(factor, v1);
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return ret;
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}
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};
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static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
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static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
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OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup);
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void RunInterpreter(UnitState& state);
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} // namespace
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