// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.

#pragma once

#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"

// TODO should be reordered
#define SHADER_POSITION_ATTRIB  0
#define SHADER_POSMTX_ATTRIB    1
#define SHADER_NORM0_ATTRIB     2
#define SHADER_NORM1_ATTRIB     3
#define SHADER_NORM2_ATTRIB     4
#define SHADER_COLOR0_ATTRIB    5
#define SHADER_COLOR1_ATTRIB    6

#define SHADER_TEXTURE0_ATTRIB  8
#define SHADER_TEXTURE1_ATTRIB  9
#define SHADER_TEXTURE2_ATTRIB  10
#define SHADER_TEXTURE3_ATTRIB  11
#define SHADER_TEXTURE4_ATTRIB  12
#define SHADER_TEXTURE5_ATTRIB  13
#define SHADER_TEXTURE6_ATTRIB  14
#define SHADER_TEXTURE7_ATTRIB  15

#pragma pack(1)

struct vertex_shader_uid_data
{
	u32 NumValues() const { return sizeof(vertex_shader_uid_data); }

	u32 components           : 23;
	u32 numTexGens           : 4;
	u32 numColorChans        : 2;
	u32 dualTexTrans_enabled : 1;
	u32 pixel_lighting       : 1;
	u32 pad                  : 1;

	u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is 8 bits wide
	struct {
		u32 inputform         : 2;
		u32 texgentype        : 3;
		u32 sourcerow         : 5;
		u32 embosssourceshift : 3;
		u32 embosslightshift  : 3;
	} texMtxInfo[8];

	struct {
		u32 index     : 6;
		u32 normalize : 1;
		u32 pad       : 1;
	} postMtxInfo[8];

	LightingUidData lighting;
};
#pragma pack()

typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
typedef ShaderCode VertexShaderCode; // TODO: Obsolete..

void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type);