mirror of
https://github.com/thejerf/baijiSteamVR.git
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165 lines
5.9 KiB
C++
165 lines
5.9 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include "Common/CommonTypes.h"
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// all constant buffer attributes must be 16 bytes aligned, so this are the only allowed components:
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using float4 = std::array<float, 4>;
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using uint4 = std::array<u32, 4>;
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using int4 = std::array<s32, 4>;
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enum class DstBlendFactor : u32;
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enum class SrcBlendFactor : u32;
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enum class ZTexOp : u32;
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enum class LogicOp : u32;
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struct alignas(16) PixelShaderConstants
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{
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std::array<int4, 4> colors;
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std::array<int4, 4> kcolors;
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int4 alpha;
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std::array<uint4, 8> texdims;
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std::array<int4, 2> zbias;
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std::array<int4, 2> indtexscale;
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std::array<int4, 6> indtexmtx;
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int4 fogcolor;
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int4 fogi;
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float4 fogf;
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std::array<float4, 3> fogrange;
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float4 zslope;
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std::array<float, 2> efbscale; // .xy
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// Constants from here onwards are only used in ubershaders, other than pack2.
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u32 genmode; // .z
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u32 alphaTest; // .w
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u32 fogParam3; // .x
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u32 fogRangeBase; // .y
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u32 dstalpha; // .z
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ZTexOp ztex_op; // .w
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u32 late_ztest; // .x (bool)
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u32 rgba6_format; // .y (bool)
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u32 dither; // .z (bool)
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u32 bounding_box; // .w (bool)
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std::array<uint4, 16> pack1; // .xy - combiners, .z - tevind, .w - iref
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std::array<uint4, 8> pack2; // .x - tevorder, .y - tevksel, .z/.w - SamplerState tm0/tm1
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std::array<int4, 32> konst; // .rgba
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// The following are used in ubershaders when using shader_framebuffer_fetch blending
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u32 blend_enable;
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SrcBlendFactor blend_src_factor;
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SrcBlendFactor blend_src_factor_alpha;
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DstBlendFactor blend_dst_factor;
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DstBlendFactor blend_dst_factor_alpha;
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u32 blend_subtract;
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u32 blend_subtract_alpha;
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// For shader_framebuffer_fetch logic ops:
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u32 logic_op_enable; // bool
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LogicOp logic_op_mode;
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// For custom shaders...
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u32 time_ms;
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// Dedicated VR passthrough coverage written by game draws. 1.0 marks pixels as covered;
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// Passthrough element overrides replace it with their configured opacity.
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float vr_passthrough_alpha;
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// Exact virtual-screen depth export: the host viewport depth range exactly as programmed by
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// BPFunctions::SetScissorAndViewport (near, far - near) in backend window-z convention. The
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// PS reproduces the fixed-function viewport transform: depth = near + vr_depth * range.
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float vr_screen_depth_near;
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float vr_screen_depth_range;
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};
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struct alignas(16) VertexShaderConstants
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{
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u32 components; // .x
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u32 xfmem_dualTexInfo; // .y
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u32 xfmem_numColorChans; // .z
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u32 missing_color_hex; // .w, used for change detection but not directly by shaders
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float4 missing_color_value;
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std::array<float4, 6> posnormalmatrix;
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std::array<float4, 4> projection;
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std::array<int4, 4> materials;
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struct Light
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{
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int4 color;
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float4 cosatt;
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float4 distatt;
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float4 pos;
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float4 dir;
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};
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std::array<Light, 8> lights;
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std::array<float4, 24> texmatrices;
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std::array<float4, 64> transformmatrices;
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std::array<float4, 32> normalmatrices;
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std::array<float4, 64> posttransformmatrices;
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float4 pixelcentercorrection;
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std::array<float, 2> viewport; // .xy
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std::array<float, 2> pad2; // .zw
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// .x - texMtxInfo, .y - postMtxInfo, [0..1].z = color, [0..1].w = alpha
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std::array<uint4, 8> xfmem_pack1;
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float4 cached_normal;
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float4 cached_tangent;
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float4 cached_binormal;
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// For UberShader vertex loader
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u32 vertex_stride;
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std::array<u32, 3> vertex_offset_normals;
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u32 vertex_offset_position;
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u32 vertex_offset_posmtx;
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std::array<u32, 2> vertex_offset_colors;
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std::array<u32, 8> vertex_offset_texcoords;
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};
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enum class VSExpand : u32
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{
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None = 0,
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Point,
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Line,
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};
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struct alignas(16) GeometryShaderConstants
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{
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float4 stereoparams;
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float4 lineptparams;
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int4 texoffset;
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VSExpand vs_expand; // Used by VS point/line expansion in ubershaders
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u32 pad[3];
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// Per-eye HMD projection rows for OpenXR VR (ceye_proj in shaders).
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// [0],[1] = left eye rows 0,1; [2],[3] = right eye rows 0,1.
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// Row 0 computes x_clip = dot(row, viewPos); row 1 computes y_clip.
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// Head rotation and eye position are baked into these rows.
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std::array<float4, 4> eye_projection{};
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// Per-eye z-axis row for depth/w recomputation (cvr_eye_z in shaders).
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// z_eye = dot(eye_z_row[eye], viewPos) gives the eye-space depth with
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// head rotation and eye position baked in.
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std::array<float4, 2> eye_z_row{};
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// OpenXR GS depth params:
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// x,y = game's projection depth encoding {P[2][2], P[2][3]}
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// z,w = VS-equivalent depth remap {depth_scale, depth_offset}
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// Used to recompute and remap:
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// z_clip_raw = P[2][2] * z_eye + P[2][3]
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// z_clip = w * f.pos.w - z * z_clip_raw (plus API clip-control conversion in shader)
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float4 depth_params{};
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// Virtual screen params for placing 2D (ortho) content in VR:
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// x = half-width in game units, y = half-height in game units
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// z = distance in game units, w = ortho draw layer index (for depth separation)
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float4 vr_screen{};
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// Unrotated per-eye projection rows for head-locked VR content (cvr_head_proj in shaders).
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// Same layout as eye_projection but WITHOUT head rotation baked in.
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// Used for HUD-like elements that follow head movements.
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std::array<float4, 4> head_projection{};
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// Head-locked virtual screen tuning params (cvr_head_params in shaders).
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// x = curvature amount (0 = flat)
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// yzw = reserved.
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float4 head_locked_params{};
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// Copy of the VS viewport-sign and pixel-center correction for GS-built VR positions.
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float4 pixel_center_correction{};
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// Pane->frame NDC remap for sub-screen 3D viewports routed to the virtual screen
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// (cvr_pane_remap in shaders): ndc_frame = ndc_pane * xy + zw.
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// Identity {1,1,0,0} for every draw whose NDC already spans the full screen.
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float4 vr_pane_remap{1.0f, 1.0f, 0.0f, 0.0f};
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};
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