1 /*---------------------------------------------------------------------------* 2 Project: Horizon 3 File: gd_Shader.h 4 5 Copyright (C)2011 Nintendo Co., Ltd. All rights reserved. 6 7 These coded instructions, statements, and computer programs contain 8 proprietary information of Nintendo of America Inc. and/or Nintendo 9 Company Ltd., and are protected by Federal copyright law. They may 10 not be disclosed to third parties or copied or duplicated in any form, 11 in whole or in part, without the prior written consent of Nintendo. 12 13 *---------------------------------------------------------------------------*/ 14 #ifndef NN_GD_CTR_GD_SHADER_H_ 15 #define NN_GD_CTR_GD_SHADER_H_ 16 17 #include <nn/gd/CTR/gd_Types.h> 18 #include <nn/gd/CTR/gd_Result.h> 19 #include <nn/gd/CTR/gd_Texture.h> 20 21 #if NN_GD_DOCUMENT_TYPE == ENGLISH 22 /* Please see man pages for details 23 24 */ 25 #else 26 /* Please see man pages for details 27 28 */ 29 #endif 30 31 namespace nn { 32 namespace gd { 33 namespace CTR { 34 35 #if NN_GD_DOCUMENT_TYPE == ENGLISH 36 /* Please see man pages for details 37 */ 38 #else 39 /* Please see man pages for details 40 */ 41 #endif 42 class Shader; 43 44 #if NN_GD_DOCUMENT_TYPE == ENGLISH 45 /* Please see man pages for details 46 */ 47 #else 48 /* Please see man pages for details 49 */ 50 #endif 51 typedef Shader VertexShader; 52 #if NN_GD_DOCUMENT_TYPE == ENGLISH 53 /* Please see man pages for details 54 */ 55 #else 56 /* Please see man pages for details 57 */ 58 #endif 59 typedef Shader GeometryShader; 60 61 #if NN_GD_DOCUMENT_TYPE == ENGLISH 62 /* Please see man pages for details 63 */ 64 #else 65 /* Please see man pages for details 66 */ 67 #endif 68 class ShaderPipeline; 69 70 #if NN_GD_DOCUMENT_TYPE == ENGLISH 71 /* Please see man pages for details 72 */ 73 #else 74 /* Please see man pages for details 75 */ 76 #endif 77 class ShaderBinary; 78 79 #if NN_GD_DOCUMENT_TYPE == ENGLISH 80 /* Please see man pages for details 81 */ 82 #else 83 /* Please see man pages for details 84 */ 85 #endif 86 class ShaderPipelineUnmanagedRegisters; 87 88 #if NN_GD_DOCUMENT_TYPE == ENGLISH 89 /* Please see man pages for details 90 */ 91 #else 92 /* Please see man pages for details 93 */ 94 #endif 95 class ShaderStage; 96 97 #if NN_GD_DOCUMENT_TYPE == ENGLISH 98 /* Please see man pages for details 99 100 101 102 */ 103 #else 104 /* Please see man pages for details 105 106 107 108 */ 109 #endif 110 class UniformLocation 111 { 112 private: 113 u32 m_Data; 114 115 public: 116 #if NN_GD_DOCUMENT_TYPE == ENGLISH 117 /* Please see man pages for details 118 */ 119 #else 120 /* Please see man pages for details 121 */ 122 #endif 123 enum UniformType 124 { 125 Undefined = 0, 126 Boolean = 1, 127 Integer3 = 2, 128 Float = 8, 129 Float2 = 9, 130 Float3 = 10, 131 Float4 = 11, 132 FloatMatrix2 = 12, 133 FloatMatrix3 = 13, 134 FloatMatrix4 = 14, 135 UniformType_RESERVED_MAX_U32 = 0xffffffff 136 }; 137 138 #if NN_GD_DOCUMENT_TYPE == ENGLISH 139 /* Please see man pages for details 140 141 */ 142 #else 143 /* Please see man pages for details 144 145 */ 146 #endif UniformLocation()147 UniformLocation() 148 { 149 m_Data = 0xFFFFFFFF; 150 } 151 152 #if NN_GD_DOCUMENT_TYPE == ENGLISH 153 /* Please see man pages for details 154 155 156 157 158 159 */ 160 #else 161 /* Please see man pages for details 162 163 164 165 166 167 */ 168 #endif UniformLocation(u8 shaderType,u16 managedLocation,u8 registerLocation,u8 size,UniformType type)169 UniformLocation(u8 shaderType, u16 managedLocation, u8 registerLocation, u8 size, UniformType type) 170 { 171 m_Data = registerLocation | (size << 8) | ((managedLocation & 0x1FF) << 16) | ((type & 0xF) << 26) | (shaderType << 31); 172 } 173 174 #if NN_GD_DOCUMENT_TYPE == ENGLISH 175 /* Please see man pages for details 176 177 */ 178 #else 179 /* Please see man pages for details 180 181 */ 182 #endif UniformLocation(u32 data)183 UniformLocation(u32 data) 184 { 185 this->m_Data = data; 186 } 187 188 #if NN_GD_DOCUMENT_TYPE == ENGLISH 189 /* Please see man pages for details */ 190 #else 191 /* Please see man pages for details */ 192 #endif 193 static UniformLocation invalidValue; 194 195 #if NN_GD_DOCUMENT_TYPE == ENGLISH 196 /* Please see man pages for details 197 198 199 */ 200 #else 201 /* Please see man pages for details 202 203 204 */ 205 #endif GetRegister()206 u32 GetRegister() { return m_Data & 0xFF; } 207 208 #if NN_GD_DOCUMENT_TYPE == ENGLISH 209 /* Please see man pages for details 210 211 212 */ 213 #else 214 /* Please see man pages for details 215 216 217 */ 218 #endif GetSize()219 u32 GetSize() { return (m_Data >> 8) & 0xFF; } 220 221 #if NN_GD_DOCUMENT_TYPE == ENGLISH 222 /* Please see man pages for details 223 224 */ 225 #else 226 /* Please see man pages for details 227 228 */ 229 #endif GetShaderType()230 u32 GetShaderType() { return (m_Data >> 31); } 231 232 #if NN_GD_DOCUMENT_TYPE == ENGLISH 233 /* Please see man pages for details 234 235 */ 236 #else 237 /* Please see man pages for details 238 239 */ 240 #endif IsValid()241 u32 IsValid() { return m_Data != 0xFFFFFFFF; } 242 243 #if NN_GD_DOCUMENT_TYPE == ENGLISH 244 /* Please see man pages for details 245 246 */ 247 #else 248 /* Please see man pages for details 249 250 */ 251 #endif GetUniformType()252 u32 GetUniformType() { return (m_Data >> 26) & 0xF; } 253 254 friend class ShaderStage; 255 }; // UniformLocation 256 257 #if NN_GD_DOCUMENT_TYPE == ENGLISH 258 /* Please see man pages for details 259 260 261 262 263 */ 264 #else 265 /* Please see man pages for details 266 267 268 269 270 */ 271 #endif 272 class ShaderStage 273 { 274 public: 275 276 #if NN_GD_DOCUMENT_TYPE == ENGLISH 277 /* Please see man pages for details */ 278 #else 279 /* Please see man pages for details */ 280 #endif 281 enum ShaderType 282 { 283 SHADER_TYPE_VERTEX = 0, 284 SHADER_TYPE_GEOMETRY = 1, 285 286 SHADER_RESERVED_MAX_U32 = 0xffffffff 287 }; 288 289 #if NN_GD_DOCUMENT_TYPE == ENGLISH 290 /* Please see man pages for details 291 292 293 294 */ 295 #else 296 /* Please see man pages for details 297 298 299 300 301 302 303 304 305 306 307 308 */ 309 #endif 310 static nnResult CreateShaderBinary(const void* shaderBytecode, u32 bytecodeLength, ShaderBinary** shaderBinary); 311 312 #if NN_GD_DOCUMENT_TYPE == ENGLISH 313 /* Please see man pages for details 314 315 316 317 */ 318 #else 319 /* Please see man pages for details 320 321 322 323 324 325 326 327 328 329 */ 330 #endif 331 static nnResult CreateShader(ShaderBinary* shaderBinary, u32 shaderBinaryIndex, Shader** shader); 332 333 #if NN_GD_DOCUMENT_TYPE == ENGLISH 334 /* Please see man pages for details 335 336 337 338 339 340 341 342 343 344 */ 345 #else 346 /* Please see man pages for details 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 */ 363 #endif 364 static nnResult CreateShaderPipeline(Shader* vertexShader, Shader* geometryShader, ShaderPipeline** shaderPipeline, ShaderPipelineUnmanagedRegisters* unmanagedRegister = NULL); 365 366 #if NN_GD_DOCUMENT_TYPE == ENGLISH 367 /* Please see man pages for details 368 369 */ 370 #else 371 /* Please see man pages for details 372 373 374 375 376 377 */ 378 #endif 379 static nnResult SetShaderPipeline(ShaderPipeline* shaderPipeline); 380 381 #if NN_GD_DOCUMENT_TYPE == ENGLISH 382 /* Please see man pages for details 383 384 385 386 */ 387 #else 388 /* Please see man pages for details 389 390 391 392 */ 393 #endif 394 static nnResult GetShader(ShaderPipeline* shaderPipeline, ShaderType shaderType, Shader** shader); 395 396 #if NN_GD_DOCUMENT_TYPE == ENGLISH 397 /* Please see man pages for details 398 399 */ 400 #else 401 /* Please see man pages for details 402 403 404 405 406 407 */ 408 #endif 409 static nnResult ReleaseShaderBinary(ShaderBinary* shaderBinary); 410 411 #if NN_GD_DOCUMENT_TYPE == ENGLISH 412 /* Please see man pages for details 413 414 */ 415 #else 416 /* Please see man pages for details 417 418 419 420 421 422 */ 423 #endif 424 static nnResult ReleaseShader(Shader* shader); 425 426 #if NN_GD_DOCUMENT_TYPE == ENGLISH 427 /* Please see man pages for details 428 429 */ 430 #else 431 /* Please see man pages for details 432 433 434 435 436 437 */ 438 #endif 439 static nnResult ReleaseShaderPipeline(ShaderPipeline* shaderPipeline); 440 441 #if NN_GD_DOCUMENT_TYPE == ENGLISH 442 /* Please see man pages for details */ 443 #else 444 /* Please see man pages for details */ 445 #endif SetShaderPipelineConstantF(ShaderPipeline * shaderPipeline,UniformLocation uniformLocation,f32 * v)446 static nnResult SetShaderPipelineConstantF(ShaderPipeline* shaderPipeline, UniformLocation uniformLocation, f32* v){ 447 return SetShaderPipelineConstantFloat(shaderPipeline, uniformLocation, v); 448 } 449 450 #if NN_GD_DOCUMENT_TYPE == ENGLISH 451 /* Please see man pages for details 452 453 454 455 */ 456 #else 457 /* Please see man pages for details 458 459 460 461 462 463 464 465 466 */ 467 #endif 468 static nnResult SetShaderPipelineConstantFloat(ShaderPipeline* shaderPipeline, UniformLocation uniformLocation, f32* v); 469 470 #if NN_GD_DOCUMENT_TYPE == ENGLISH 471 /* Please see man pages for details */ 472 #else 473 /* Please see man pages for details */ 474 #endif SetShaderPipelineConstantB(ShaderPipeline * shaderPipeline,UniformLocation uniformLocation,u16 v,u32 count)475 static nnResult SetShaderPipelineConstantB(ShaderPipeline* shaderPipeline, UniformLocation uniformLocation, u16 v, u32 count){ 476 return SetShaderPipelineConstantBoolean(shaderPipeline, uniformLocation, v, count); 477 } 478 479 #if NN_GD_DOCUMENT_TYPE == ENGLISH 480 /* Please see man pages for details 481 482 483 484 485 */ 486 #else 487 /* Please see man pages for details 488 489 490 491 492 493 494 495 496 497 */ 498 #endif 499 static nnResult SetShaderPipelineConstantBoolean(ShaderPipeline* shaderPipeline, UniformLocation uniformLocation, u16 v, u32 count); 500 501 #if NN_GD_DOCUMENT_TYPE == ENGLISH 502 /* Please see man pages for details */ 503 #else 504 /* Please see man pages for details */ 505 #endif SetShaderPipelineConstantI(ShaderPipeline * shaderPipeline,UniformLocation uniformLocation,u8 * v)506 static nnResult SetShaderPipelineConstantI(ShaderPipeline* shaderPipeline, UniformLocation uniformLocation, u8* v){ 507 return SetShaderPipelineConstantInteger(shaderPipeline, uniformLocation, v); 508 } 509 510 #if NN_GD_DOCUMENT_TYPE == ENGLISH 511 /* Please see man pages for details 512 513 514 515 */ 516 #else 517 /* Please see man pages for details 518 519 520 521 522 523 524 525 526 */ 527 #endif 528 static nnResult SetShaderPipelineConstantInteger(ShaderPipeline* shaderPipeline, UniformLocation uniformLocation, u8* v); 529 530 #if NN_GD_DOCUMENT_TYPE == ENGLISH 531 /* Please see man pages for details 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 */ 562 #else 563 /* Please see man pages for details 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 */ 600 #endif 601 static nnResult SetFloatConstantBuffer(ShaderType shaderType, u32 firstRegisterIndex, u32 registerCount, f32* constantBufferSrc); 602 603 #if NN_GD_DOCUMENT_TYPE == ENGLISH 604 /* Please see man pages for details 605 606 607 */ 608 #else 609 /* Please see man pages for details 610 611 612 613 614 615 616 */ 617 #endif 618 static UniformLocation GetShaderUniformLocation(ShaderPipeline* shaderPipeline, const char* name); 619 620 }; // ShaderStage 621 622 623 #if NN_GD_DOCUMENT_TYPE == ENGLISH 624 /* Please see man pages for details 625 626 627 */ 628 #else 629 /* Please see man pages for details 630 631 632 */ 633 #endif 634 class UnmanagedRegistersInterval 635 { 636 public: 637 #if NN_GD_DOCUMENT_TYPE == ENGLISH 638 /* Please see man pages for details */ 639 #else 640 /* Please see man pages for details */ 641 #endif 642 ShaderStage::ShaderType m_ShaderType; 643 644 #if NN_GD_DOCUMENT_TYPE == ENGLISH 645 /* Please see man pages for details */ 646 #else 647 /* Please see man pages for details */ 648 #endif 649 u32 m_FirstUnmanagedRegister; 650 651 #if NN_GD_DOCUMENT_TYPE == ENGLISH 652 /* Please see man pages for details */ 653 #else 654 /* Please see man pages for details */ 655 #endif 656 u32 m_RegisterCount; 657 }; 658 659 660 #if NN_GD_DOCUMENT_TYPE == ENGLISH 661 /* Please see man pages for details 662 663 664 */ 665 #else 666 /* Please see man pages for details 667 668 669 */ 670 #endif 671 class ShaderPipelineUnmanagedRegisters 672 { 673 public: 674 #if NN_GD_DOCUMENT_TYPE == ENGLISH 675 /* Please see man pages for details */ 676 #else 677 /* Please see man pages for details */ 678 #endif 679 UnmanagedRegistersInterval* m_ArrayUnmanagedRegistersInterval; 680 681 #if NN_GD_DOCUMENT_TYPE == ENGLISH 682 /* Please see man pages for details */ 683 #else 684 /* Please see man pages for details */ 685 #endif 686 u32 m_CountUnmanagedRegistersInterval; 687 }; 688 689 } // namespace CTR 690 } // namespace gd 691 } // namespace nn 692 693 #endif // NN_GD_CTR_GD_SHADER_H_ 694