151 lines
5.2 KiB
C
151 lines
5.2 KiB
C
/**
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* @file uniforms.h
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* @brief Write to shader uniforms
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*/
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#pragma once
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#include "maths.h"
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#define C3D_FVUNIF_COUNT 96
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#define C3D_IVUNIF_COUNT 4
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extern C3D_FVec C3D_FVUnif[2][C3D_FVUNIF_COUNT];
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extern C3D_IVec C3D_IVUnif[2][C3D_IVUNIF_COUNT];
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extern u16 C3D_BoolUnifs[2];
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extern bool C3D_FVUnifDirty[2][C3D_FVUNIF_COUNT];
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extern bool C3D_IVUnifDirty[2][C3D_IVUNIF_COUNT];
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extern bool C3D_BoolUnifsDirty[2];
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/**
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* @brief Provides a writable pointer for a floating-point uniform.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniform to be set.
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* @param[in] id ID of the uniform (retrievable using libctru's \ref shaderInstanceGetUniformLocation())
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* @param[in] size Number of registers allocated for this uniform.
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* @return Writable pointer. This should not be freed.
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*/
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static inline C3D_FVec* C3D_FVUnifWritePtr(GPU_SHADER_TYPE type, int id, int size)
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{
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int i;
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for (i = 0; i < size; i ++)
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C3D_FVUnifDirty[type][id+i] = true;
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return &C3D_FVUnif[type][id];
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}
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/**
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* @brief Provides a writable pointer for an integer uniform.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniform to be set.
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* @param[in] id ID of the uniform (retrievable using libctru's \ref shaderInstanceGetUniformLocation())
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* @return Writable pointer. This should not be freed.
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*/
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static inline C3D_IVec* C3D_IVUnifWritePtr(GPU_SHADER_TYPE type, int id)
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{
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id -= 0x60;
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C3D_IVUnifDirty[type][id] = true;
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return &C3D_IVUnif[type][id];
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}
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/**
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* @brief Writes an Nx4 matrix to the uniform registers.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniform to be set.
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* @param[in] id ID of the uniform (retrievable using libctru's \ref shaderInstanceGetUniformLocation())
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* @param[in] mtx Matrix to be written.
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* @param[in] num Row count of the matrix.
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* @remark Usually, one should use the helper functions for 4x4, 3x4, and 2x4 matrices listed below.
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*/
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static inline void C3D_FVUnifMtxNx4(GPU_SHADER_TYPE type, int id, const C3D_Mtx* mtx, int num)
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{
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int i;
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C3D_FVec* ptr = C3D_FVUnifWritePtr(type, id, num);
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for (i = 0; i < num; i ++)
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ptr[i] = mtx->r[i]; // Struct copy.
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}
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/**
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* @brief Writes a 4x4 matrix to the uniform registers.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniform to be set.
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* @param[in] id ID of the uniform (retrievable using libctru's \ref shaderInstanceGetUniformLocation())
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* @param[in] mtx Matrix to be written.
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*/
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static inline void C3D_FVUnifMtx4x4(GPU_SHADER_TYPE type, int id, const C3D_Mtx* mtx)
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{
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C3D_FVUnifMtxNx4(type, id, mtx, 4);
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}
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/**
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* @brief Writes a 3x4 matrix to the uniform registers.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniform to be set.
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* @param[in] id ID of the uniform (retrievable using libctru's \ref shaderInstanceGetUniformLocation())
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* @param[in] mtx Matrix to be written.
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*/
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static inline void C3D_FVUnifMtx3x4(GPU_SHADER_TYPE type, int id, const C3D_Mtx* mtx)
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{
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C3D_FVUnifMtxNx4(type, id, mtx, 3);
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}
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/**
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* @brief Writes a 2x4 matrix to the uniform registers.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniform to be set.
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* @param[in] id ID of the uniform (retrievable using libctru's \ref shaderInstanceGetUniformLocation())
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* @param[in] mtx Matrix to be written.
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*/
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static inline void C3D_FVUnifMtx2x4(GPU_SHADER_TYPE type, int id, const C3D_Mtx* mtx)
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{
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C3D_FVUnifMtxNx4(type, id, mtx, 2);
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}
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/**
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* @brief Writes a 4-component floating-point vector to the uniform registers.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniform to be set.
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* @param[in] id ID of the uniform (retrievable using libctru's \ref shaderInstanceGetUniformLocation())
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* @param[in] x X component of the vector.
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* @param[in] y Y component of the vector.
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* @param[in] z Z component of the vector.
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* @param[in] w W component of the vector.
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*/
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static inline void C3D_FVUnifSet(GPU_SHADER_TYPE type, int id, float x, float y, float z, float w)
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{
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C3D_FVec* ptr = C3D_FVUnifWritePtr(type, id, 1);
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ptr->x = x;
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ptr->y = y;
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ptr->z = z;
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ptr->w = w;
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}
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/**
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* @brief Writes a 4-component integer vector to the uniform registers.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniform to be set.
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* @param[in] id ID of the uniform (retrievable using libctru's \ref shaderInstanceGetUniformLocation())
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* @param[in] x X component of the vector.
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* @param[in] y Y component of the vector.
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* @param[in] z Z component of the vector.
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* @param[in] w W component of the vector.
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*/
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static inline void C3D_IVUnifSet(GPU_SHADER_TYPE type, int id, int x, int y, int z, int w)
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{
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C3D_IVec* ptr = C3D_IVUnifWritePtr(type, id);
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*ptr = IVec_Pack(x, y, z, w);
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}
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/**
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* @brief Writes a boolean value to the uniform registers.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniform to be set.
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* @param[in] id ID of the uniform (retrievable using libctru's \ref shaderInstanceGetUniformLocation())
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* @param[in] value Boolean value to write.
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*/
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static inline void C3D_BoolUnifSet(GPU_SHADER_TYPE type, int id, bool value)
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{
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id -= 0x68;
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C3D_BoolUnifsDirty[type] = true;
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if (value)
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C3D_BoolUnifs[type] |= BIT(id);
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else
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C3D_BoolUnifs[type] &= ~BIT(id);
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}
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/**
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* @brief Flushes newly-updated uniforms to the uniform registers.
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* @param[in] type \ref GPU_SHADER_TYPE of the uniforms to be flushed.
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* @remark This is called internally, and generally does not need to be handled by the user.
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*/
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void C3D_UpdateUniforms(GPU_SHADER_TYPE type);
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