citro3d/include/c3d/uniforms.h
2024-12-14 19:58:10 -08:00

151 lines
5.2 KiB
C

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