// 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" namespace DX9 { // #define USE_BONE_ARRAY struct VertexShaderIDDX9 { VertexShaderIDDX9() {d[0] = 0xFFFFFFFF;} void clear() {d[0] = 0xFFFFFFFF;} u32 d[2]; bool operator < (const VertexShaderIDDX9 &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 VertexShaderIDDX9 &other) const { for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) { if (d[i] != other.d[i]) return false; } return true; } }; bool CanUseHardwareTransformDX9(int prim); void ComputeVertexShaderIDDX9(VertexShaderIDDX9 *id, u32 vertType, bool useHWTransform); void GenerateVertexShaderDX9(int prim, char *buffer, bool useHWTransform); // Collapse to less skinning shaders to reduce shader switching, which is expensive. int TranslateNumBonesDX9(int bones); #define CONST_VS_PROJ 0 #define CONST_VS_PROJ_THROUGH 4 #define CONST_VS_VIEW 8 #define CONST_VS_WORLD 11 #define CONST_VS_TEXMTX 14 #define CONST_VS_UVSCALEOFFSET 17 #define CONST_VS_FOGCOEF 18 #define CONST_VS_AMBIENT 19 #define CONST_VS_BONE0 20 #define CONST_VS_BONE1 23 #define CONST_VS_BONE2 26 #define CONST_VS_BONE3 29 #define CONST_VS_BONE4 32 #define CONST_VS_BONE5 35 #define CONST_VS_BONE6 38 #define CONST_VS_BONE7 41 #define CONST_VS_BONE8 44 #define CONST_VS_MATAMBIENTALPHA 47 #define CONST_VS_MATDIFFUSE 48 #define CONST_VS_MATSPECULAR 49 #define CONST_VS_MATEMISSIVE 50 #define CONST_VS_LIGHTPOS 51 #define CONST_VS_LIGHTDIR 55 #define CONST_VS_LIGHTATT 59 #define CONST_VS_LIGHTANGLE 63 #define CONST_VS_LIGHTSPOTCOEF 67 #define CONST_VS_LIGHTDIFFUSE 71 #define CONST_VS_LIGHTSPECULAR 75 #define CONST_VS_LIGHTAMBIENT 79 #define CONST_VS_DEPTHRANGE 83 };