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