RetroArch/gfx/common/gx2_common.h
aliaspider 24cb240079 (WIIU) add remaining menu shaders.
- move some files around.
2018-01-12 02:54:45 +01:00

122 lines
2.5 KiB
C

#pragma once
#include <wiiu/gx2.h>
#include "gfx/drivers/gx2_shaders/frame.h"
#include "gfx/drivers/gx2_shaders/tex.h"
#include "gfx/drivers/gx2_shaders/sprite.h"
#include "gfx/drivers/gx2_shaders/menu_shaders.h"
#include "gfx/video_shader_parse.h"
#undef _X
#undef _B
#define _X 0x00
#define _Y 0x01
#define _Z 0x02
#define _W 0x03
#define _R 0x00
#define _G 0x01
#define _B 0x02
#define _A 0x03
#define _0 0x04
#define _1 0x05
#define GX2_COMP_SEL(c0, c1, c2, c3) (((c0) << 24) | ((c1) << 16) | ((c2) << 8) | (c3))
#define COLOR_ABGR(r, g, b, a) (((u32)(a) << 24) | ((u32)(b) << 16) | ((u32)(g) << 8) | ((u32)(r) << 0))
#define COLOR_ARGB(r, g, b, a) (((u32)(a) << 24) | ((u32)(r) << 16) | ((u32)(g) << 8) | ((u32)(b) << 0))
#define COLOR_RGBA(r, g, b, a) (((u32)(r) << 24) | ((u32)(g) << 16) | ((u32)(b) << 8) | ((u32)(a) << 0))
typedef struct
{
int width;
int height;
GX2TVRenderMode mode;
} wiiu_render_mode_t;
struct gx2_overlay_data
{
GX2Texture tex;
sprite_vertex_t v;
float alpha_mod;
};
typedef struct
{
struct
{
GX2Texture texture;
int width;
int height;
bool enable;
sprite_vertex_t* v;
} menu;
#ifdef HAVE_OVERLAY
struct gx2_overlay_data *overlay;
unsigned overlays;
bool overlay_enable;
bool overlay_full_screen;
#endif
GX2Sampler sampler_nearest[RARCH_WRAP_MAX];
GX2Sampler sampler_linear[RARCH_WRAP_MAX];
GX2Texture texture;
frame_vertex_t* v;
GX2_vec2* ubo_vp;
GX2_vec2* ubo_tex;
GX2_mat4x4* ubo_mvp;
void* input_ring_buffer;
u32 input_ring_buffer_size;
void* output_ring_buffer;
u32 output_ring_buffer_size;
int width;
int height;
float* menu_shader_vbo;
menu_shader_uniform_t* menu_shader_ubo;
struct
{
sprite_vertex_t* v;
int size;
int current;
} vertex_cache;
struct
{
tex_shader_vertex_t* v;
int size;
int current;
} vertex_cache_tex;
void* drc_scan_buffer;
void* tv_scan_buffer;
GX2ColorBuffer color_buffer;
GX2ContextState* ctx_state;
void* cmd_buffer;
struct video_shader* shader_preset;
struct
{
GFDFile* gfd;
float* vs_ubos[2];
float* ps_ubos[2];
GX2Texture texture;
GX2ColorBuffer color_buffer;
bool mem1;
}pass[GFX_MAX_SHADERS];
GX2Texture luts[GFX_MAX_TEXTURES];
wiiu_render_mode_t render_mode;
video_viewport_t vp;
int frames;
OSTime last_vsync;
bool vsync;
bool rgb32;
bool smooth;
unsigned rotation;
bool keep_aspect;
bool should_resize;
bool render_msg_enabled;
} wiiu_video_t;