libgui/source/video/shaders/ColorShader.cpp
2020-08-13 12:38:07 +02:00

182 lines
7.9 KiB
C++

/****************************************************************************
* Copyright (C) 2015 Dimok
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
****************************************************************************/
#include <malloc.h>
#include <string.h>
#include <gui/video/shaders/ColorShader.h>
static const uint32_t cpVertexShaderProgram[] = {
0x00000000, 0x00008009, 0x20000000, 0x000078a0,
0x3c200000, 0x88060094, 0x00c00000, 0x88062014,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00a11f00, 0xfc00620f, 0x02490001, 0x80000040,
0xfd041f80, 0x900c0060, 0x83f9223e, 0x0000803f,
0xfe282001, 0x10000040, 0xfe001f80, 0x00080060,
0xfeac9f80, 0xfd00624f, 0xdb0f49c0, 0xdb0fc940,
0xfea81f80, 0x9000e02f, 0x83f9223e, 0x00000000,
0xfe041f80, 0x00370000, 0xffa01f00, 0x80000000,
0xff101f00, 0x800c0020, 0x7f041f80, 0x80370000,
0x0000103f, 0x00000000, 0x02c51f00, 0x80000000,
0xfea41f00, 0x80000020, 0xffa09f00, 0x80000040,
0xff001f80, 0x800c0060, 0x398ee33f, 0x0000103f,
0x02c41f00, 0x9000e00f, 0x02c59f01, 0x80000020,
0xfea81f00, 0x80000040, 0x02c19f80, 0x9000e06f,
0x398ee33f, 0x00000000, 0x02c11f01, 0x80000000,
0x02c49f80, 0x80000060, 0x02e08f01, 0xfe0c620f,
0x02c01f80, 0x7f00622f, 0xfe242000, 0x10000000,
0xfe20a080, 0x10000020, 0xf2178647, 0x49c0e9fb,
0xfbbdb2ab, 0x768ac733
};
static const uint32_t cpVertexShaderRegs[] = {
0x00000103, 0x00000000, 0x00000000, 0x00000001,
0xffffff00, 0xffffffff, 0xffffffff, 0xffffffff,
0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff,
0xffffffff, 0xffffffff, 0x00000000, 0xfffffffc,
0x00000002, 0x00000001, 0x00000000, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x00000000, 0x0000000e, 0x00000010
};
static const uint32_t cpPixelShaderProgram[] = {
0x20000000, 0x00000ca0, 0x00000000, 0x88062094,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00002000, 0x90000000, 0x0004a000, 0x90000020,
0x00082001, 0x90000040, 0x000ca081, 0x90000060,
0xbb7dd898, 0x9746c59c, 0xc69b00e7, 0x03c36218
};
static const uint32_t cpPixelShaderRegs[] = {
0x00000001, 0x00000002, 0x14000001, 0x00000000,
0x00000001, 0x00000100, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x0000000f, 0x00000001, 0x00000010,
0x00000000
};
ColorShader *ColorShader::shaderInstance = NULL;
ColorShader::ColorShader()
: vertexShader(cuAttributeCount) {
//! create pixel shader
pixelShader.setProgram(cpPixelShaderProgram, sizeof(cpPixelShaderProgram), cpPixelShaderRegs, sizeof(cpPixelShaderRegs));
colorIntensityLocation = 0;
pixelShader.addUniformVar((GX2UniformVar) {
"unf_color_intensity", GX2_SHADER_VAR_TYPE_FLOAT4, 1, colorIntensityLocation, -1
});
//! create vertex shader
vertexShader.setProgram(cpVertexShaderProgram, sizeof(cpVertexShaderProgram), cpVertexShaderRegs, sizeof(cpVertexShaderRegs));
angleLocation = 0;
offsetLocation = 4;
scaleLocation = 8;
vertexShader.addUniformVar((GX2UniformVar) {
"unf_angle", GX2_SHADER_VAR_TYPE_FLOAT, 1, angleLocation, -1
});
vertexShader.addUniformVar((GX2UniformVar) {
"unf_offset", GX2_SHADER_VAR_TYPE_FLOAT3, 1, offsetLocation, -1
});
vertexShader.addUniformVar((GX2UniformVar) {
"unf_scale", GX2_SHADER_VAR_TYPE_FLOAT3, 1, scaleLocation, -1
});
colorLocation = 1;
positionLocation = 0;
vertexShader.addAttribVar((GX2AttribVar) {
"attr_color", GX2_SHADER_VAR_TYPE_FLOAT4, 0, colorLocation
});
vertexShader.addAttribVar((GX2AttribVar) {
"attr_position", GX2_SHADER_VAR_TYPE_FLOAT3, 0, positionLocation
});
//! setup attribute streams
GX2InitAttribStream(vertexShader.getAttributeBuffer(0), positionLocation, 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32_32);
GX2InitAttribStream(vertexShader.getAttributeBuffer(1), colorLocation, 1, 0, GX2_ATTRIB_FORMAT_UNORM_8_8_8_8);
//! create fetch shader
fetchShader = new FetchShader(vertexShader.getAttributeBuffer(), vertexShader.getAttributesCount());
//! model vertex has to be align and cannot be in unknown regions for GX2 like 0xBCAE1000
positionVtxs = (float *) memalign(GX2_VERTEX_BUFFER_ALIGNMENT, cuPositionVtxsSize);
if (positionVtxs) {
//! position vertex structure
int32_t i = 0;
positionVtxs[i++] = -1.0f;
positionVtxs[i++] = -1.0f;
positionVtxs[i++] = 0.0f;
positionVtxs[i++] = 1.0f;
positionVtxs[i++] = -1.0f;
positionVtxs[i++] = 0.0f;
positionVtxs[i++] = 1.0f;
positionVtxs[i++] = 1.0f;
positionVtxs[i++] = 0.0f;
positionVtxs[i++] = -1.0f;
positionVtxs[i++] = 1.0f;
positionVtxs[i++] = 0.0f;
GX2Invalidate(GX2_INVALIDATE_MODE_CPU_ATTRIBUTE_BUFFER, positionVtxs, cuPositionVtxsSize);
}
}
ColorShader::~ColorShader() {
if (positionVtxs) {
free(positionVtxs);
positionVtxs = NULL;
}
delete fetchShader;
fetchShader = NULL;
}