mirror of
https://github.com/libretro/RetroArch
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2a56a827e8
* Initial implementation of CoreAspect uniform * float -> float_t * Possibly fix wii_u building * vulkan: use float instead of float_t; * slangp: Advertise support of CoreAspect uniform by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require" * CoreAspect + glsl fix: use glUniform1f() * Add CoreAspectRot uniform. It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg. * Fixed stupid typo * Just use _HAS_COREASPECT_UNIFORMS to check for CoreAspect uniforms support (was _RARCH_HAS_COREASPECT_UNIFORMS) * Rename CoreAspect, CoreAspectRot, _HAS_COREASPECT_UNIFORMS to OriginalAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS * GLCore: void Pass::build_semantic_float needs glUniform1f. ...how on earth did it worked for UBO !? * d3d10,11,12, wrong function called by overlook. * Add test shader, will remove that before PR * Fix metal rotated aspect reporting * remove test shader * Fix C89 Build * Use OriginalAspectRotated instead of OriginalAspectRot * Add CoreFPS and FrameTimeDelta Uniforms. _HAS_ORIGINALASPECT_UNIFORMS is (#)defined and can be used to query for them. * add test shader * remote test shader * Wrong paste. * gx2: use float * wrong indentation * resolved merge conflict * fix indentation * Fix comment/Formatting * Change uniform name from CoreFPS to OriginalFPS * underliyng references: core_fps -> original_fps
126 lines
3.8 KiB
C
126 lines
3.8 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2017 - Hans-Kristian Arntzen
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SLANG_REFLECTION_H_
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#define SLANG_REFLECTION_H_
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/* Textures with built-in meaning. */
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enum slang_texture_semantic
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{
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/* The input texture to the filter chain.
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* Canonical name: "Original". */
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SLANG_TEXTURE_SEMANTIC_ORIGINAL = 0,
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/* The output from pass N - 1 if executing pass N, or ORIGINAL
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* if pass #0 is executed.
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* Canonical name: "Source".
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*/
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SLANG_TEXTURE_SEMANTIC_SOURCE = 1,
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/* The original inputs with a history back in time.
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* Canonical name: "OriginalHistory#", e.g. "OriginalHistory2" <- Two frames back.
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* "OriginalHistory0" is an alias for SEMANTIC_ORIGINAL.
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* Size name: "OriginalHistorySize#".
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*/
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SLANG_TEXTURE_SEMANTIC_ORIGINAL_HISTORY = 2,
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/* The output from pass #N, where pass #0 is the first pass.
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* Canonical name: "PassOutput#", e.g. "PassOutput3".
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* Size name: "PassOutputSize#".
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*/
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SLANG_TEXTURE_SEMANTIC_PASS_OUTPUT = 3,
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/* The output from pass #N, one frame ago where pass #0 is the first pass.
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* It is not valid to use the pass feedback from a pass which is not offscreen.
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* Canonical name: "PassFeedback#", e.g. "PassFeedback2".
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*/
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SLANG_TEXTURE_SEMANTIC_PASS_FEEDBACK = 4,
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/* Inputs from static textures, defined by the user.
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* There is no canonical name, and the only way to use these semantics are by
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* remapping.
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*/
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SLANG_TEXTURE_SEMANTIC_USER = 5,
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SLANG_NUM_TEXTURE_SEMANTICS,
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SLANG_INVALID_TEXTURE_SEMANTIC = -1
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};
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enum slang_semantic
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{
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/* mat4, MVP */
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SLANG_SEMANTIC_MVP = 0,
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/* vec4, viewport size of current pass */
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SLANG_SEMANTIC_OUTPUT = 1,
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/* vec4, viewport size of final pass */
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SLANG_SEMANTIC_FINAL_VIEWPORT = 2,
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/* uint, frame count with modulo */
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SLANG_SEMANTIC_FRAME_COUNT = 3,
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/* int, frame direction */
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SLANG_SEMANTIC_FRAME_DIRECTION = 4,
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/* uint, FrameTimeDelta */
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SLANG_SEMANTIC_FRAME_TIME_DELTA = 5,
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/* uint, OriginalFPS */
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SLANG_SEMANTIC_ORIGINAL_FPS = 6,
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/* uint, rotation */
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SLANG_SEMANTIC_ROTATION = 7,
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/* float, OriginalAspect */
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SLANG_SEMANTIC_CORE_ASPECT = 8,
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/* float, OriginalAspectRotated */
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SLANG_SEMANTIC_CORE_ASPECT_ROT = 9,
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/* uint, sub frames per content frame */
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SLANG_SEMANTIC_TOTAL_SUBFRAMES = 10,
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/* uint, current sub frame */
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SLANG_SEMANTIC_CURRENT_SUBFRAME = 11,
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SLANG_NUM_BASE_SEMANTICS,
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/* float, user defined parameter, arrayed */
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SLANG_SEMANTIC_FLOAT_PARAMETER = 12,
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SLANG_NUM_SEMANTICS,
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SLANG_INVALID_SEMANTIC = -1
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};
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enum slang_stage
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{
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SLANG_STAGE_VERTEX_MASK = 1 << 0,
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SLANG_STAGE_FRAGMENT_MASK = 1 << 1
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};
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enum slang_constant_buffer
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{
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SLANG_CBUFFER_UBO = 0,
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SLANG_CBUFFER_PC,
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SLANG_CBUFFER_MAX
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};
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/* Vulkan maximum texture bindings inside shader. D3D11 has hard limit of 16 */
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#define SLANG_NUM_BINDINGS 16
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struct slang_texture_semantic_map
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{
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enum slang_texture_semantic semantic;
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unsigned index;
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};
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struct slang_semantic_map
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{
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enum slang_semantic semantic;
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unsigned index;
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};
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#endif
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