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 class ShaderPipeline; 52 53 #if NN_GD_DOCUMENT_TYPE == ENGLISH 54 /* Please see man pages for details 55 */ 56 #else 57 /* Please see man pages for details 58 */ 59 #endif 60 class ShaderBinary; 61 62 #if NN_GD_DOCUMENT_TYPE == ENGLISH 63 /* Please see man pages for details 64 */ 65 #else 66 /* Please see man pages for details 67 */ 68 #endif 69 class ShaderPipelineUnmanagedRegisters; 70 71 #if NN_GD_DOCUMENT_TYPE == ENGLISH 72 /* Please see man pages for details 73 */ 74 #else 75 /* Please see man pages for details 76 */ 77 #endif 78 class ShaderStage; 79 80 #if NN_GD_DOCUMENT_TYPE == ENGLISH 81 /* Please see man pages for details 82 83 84 85 */ 86 #else 87 /* Please see man pages for details 88 89 90 91 */ 92 #endif 93 class UniformLocation 94 { 95 private: 96 u32 m_Data; 97 98 public: 99 #if NN_GD_DOCUMENT_TYPE == ENGLISH 100 /* Please see man pages for details 101 */ 102 #else 103 /* Please see man pages for details 104 */ 105 #endif 106 enum UniformType 107 { 108 Undefined = 0, 109 Boolean = 1, 110 Integer3 = 2, 111 Float = 8, 112 Float2 = 9, 113 Float3 = 10, 114 Float4 = 11, 115 FloatMatrix2 = 12, 116 FloatMatrix3 = 13, 117 FloatMatrix4 = 14, 118 UniformType_RESERVED_MAX_U32 = 0xffffffff 119 }; 120 121 #if NN_GD_DOCUMENT_TYPE == ENGLISH 122 /* Please see man pages for details 123 124 */ 125 #else 126 /* Please see man pages for details 127 128 */ 129 #endif UniformLocation()130 UniformLocation() 131 { 132 m_Data = 0xFFFFFFFF; 133 } 134 135 #if NN_GD_DOCUMENT_TYPE == ENGLISH 136 /* Please see man pages for details 137 138 139 140 141 142 */ 143 #else 144 /* Please see man pages for details 145 146 147 148 149 150 */ 151 #endif UniformLocation(u8 shaderType,u16 managedLocation,u8 registerLocation,u8 size,UniformType type)152 UniformLocation(u8 shaderType, u16 managedLocation, u8 registerLocation, u8 size, UniformType type) 153 { 154 m_Data = registerLocation | (size << 8) | ((managedLocation & 0x1FF) << 16) | ((type & 0xF) << 26) | (shaderType << 31); 155 } 156 157 #if NN_GD_DOCUMENT_TYPE == ENGLISH 158 /* Please see man pages for details 159 160 */ 161 #else 162 /* Please see man pages for details 163 164 */ 165 #endif UniformLocation(u32 data)166 UniformLocation(u32 data) 167 { 168 this->m_Data = data; 169 } 170 171 #if NN_GD_DOCUMENT_TYPE == ENGLISH 172 /* Please see man pages for details */ 173 #else 174 /* Please see man pages for details */ 175 #endif 176 static UniformLocation invalidValue; 177 178 #if NN_GD_DOCUMENT_TYPE == ENGLISH 179 /* Please see man pages for details 180 181 182 183 */ 184 #else 185 /* Please see man pages for details 186 187 188 189 */ 190 #endif GetRegister()191 u32 GetRegister() { return m_Data & 0xFF; } 192 193 #if NN_GD_DOCUMENT_TYPE == ENGLISH 194 /* Please see man pages for details 195 196 197 198 */ 199 #else 200 /* Please see man pages for details 201 202 203 204 */ 205 #endif GetSize()206 u32 GetSize() { return (m_Data >> 8) & 0xFF; } 207 208 #if NN_GD_DOCUMENT_TYPE == ENGLISH 209 /* Please see man pages for details 210 211 */ 212 #else 213 /* Please see man pages for details 214 215 */ 216 #endif GetShaderType()217 u32 GetShaderType() { return (m_Data >> 31); } 218 219 #if NN_GD_DOCUMENT_TYPE == ENGLISH 220 /* Please see man pages for details 221 222 */ 223 #else 224 /* Please see man pages for details 225 226 */ 227 #endif IsValid()228 u32 IsValid() { return m_Data != 0xFFFFFFFF; } 229 230 #if NN_GD_DOCUMENT_TYPE == ENGLISH 231 /* Please see man pages for details 232 233 */ 234 #else 235 /* Please see man pages for details 236 237 */ 238 #endif GetUniformType()239 u32 GetUniformType() { return (m_Data >> 26) & 0xF; } 240 241 friend class ShaderStage; 242 }; // UniformLocation 243 244 #if NN_GD_DOCUMENT_TYPE == ENGLISH 245 /* Please see man pages for details 246 247 248 249 250 */ 251 #else 252 /* Please see man pages for details 253 254 255 256 257 */ 258 #endif 259 class ShaderStage 260 { 261 public: 262 263 #if NN_GD_DOCUMENT_TYPE == ENGLISH 264 /* Please see man pages for details */ 265 #else 266 /* Please see man pages for details */ 267 #endif 268 enum ShaderType 269 { 270 SHADER_TYPE_VERTEX = 0, 271 SHADER_TYPE_GEOMETRY = 1, 272 273 SHADER_RESERVED_MAX_U32 = 0xffffffff 274 }; 275 276 #if NN_GD_DOCUMENT_TYPE == ENGLISH 277 /* Please see man pages for details 278 279 280 281 282 283 284 285 286 287 288 289 */ 290 #else 291 /* Please see man pages for details 292 293 294 295 296 297 298 299 300 301 302 303 */ 304 #endif 305 static nnResult CreateShaderBinary(const void* shaderBytecode, u32 bytecodeLength, ShaderBinary** shaderBinary); 306 307 #if NN_GD_DOCUMENT_TYPE == ENGLISH 308 /* Please see man pages for details 309 310 311 312 313 314 315 316 317 */ 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 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 */ 352 #else 353 /* Please see man pages for details 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 */ 371 #endif 372 static nnResult CreateShaderPipeline(Shader* vertexShader, Shader* geometryShader, ShaderPipeline** shaderPipeline, ShaderPipelineUnmanagedRegisters* unmanagedRegister = NULL); 373 374 #if NN_GD_DOCUMENT_TYPE == ENGLISH 375 /* Please see man pages for details 376 377 378 379 380 381 */ 382 #else 383 /* Please see man pages for details 384 385 386 387 388 389 */ 390 #endif 391 static nnResult SetShaderPipeline(ShaderPipeline* shaderPipeline); 392 393 #if NN_GD_DOCUMENT_TYPE == ENGLISH 394 /* Please see man pages for details 395 396 397 398 399 400 401 402 */ 403 #else 404 /* Please see man pages for details 405 406 407 408 409 410 411 412 */ 413 #endif 414 static nnResult GetShader(ShaderPipeline* shaderPipeline, ShaderType shaderType, Shader** shader); 415 416 #if NN_GD_DOCUMENT_TYPE == ENGLISH 417 /* Please see man pages for details 418 419 420 421 422 423 */ 424 #else 425 /* Please see man pages for details 426 427 428 429 430 431 */ 432 #endif 433 static nnResult ReleaseShaderBinary(ShaderBinary* shaderBinary); 434 435 #if NN_GD_DOCUMENT_TYPE == ENGLISH 436 /* Please see man pages for details 437 438 439 440 441 442 */ 443 #else 444 /* Please see man pages for details 445 446 447 448 449 450 */ 451 #endif 452 static nnResult ReleaseShader(Shader* shader); 453 454 #if NN_GD_DOCUMENT_TYPE == ENGLISH 455 /* Please see man pages for details 456 457 458 459 460 461 */ 462 #else 463 /* Please see man pages for details 464 465 466 467 468 469 */ 470 #endif 471 static nnResult ReleaseShaderPipeline(ShaderPipeline* shaderPipeline); 472 473 #if NN_GD_DOCUMENT_TYPE == ENGLISH 474 /* Please see man pages for details 475 476 477 478 479 480 481 482 483 */ 484 #else 485 /* Please see man pages for details 486 487 488 489 490 491 492 493 494 */ 495 #endif 496 static nnResult SetShaderPipelineConstantFloat(ShaderPipeline* shaderPipeline, UniformLocation uniformLocation, f32* v); 497 498 #if NN_GD_DOCUMENT_TYPE == ENGLISH 499 /* Please see man pages for details 500 501 502 503 504 505 506 507 508 509 */ 510 #else 511 /* Please see man pages for details 512 513 514 515 516 517 518 519 520 521 */ 522 #endif 523 static nnResult SetShaderPipelineConstantBoolean(ShaderPipeline* shaderPipeline, UniformLocation uniformLocation, u16 v, u32 count); 524 525 #if NN_GD_DOCUMENT_TYPE == ENGLISH 526 /* Please see man pages for details 527 528 529 530 531 532 533 534 535 */ 536 #else 537 /* Please see man pages for details 538 539 540 541 542 543 544 545 546 */ 547 #endif 548 static nnResult SetShaderPipelineConstantInteger(ShaderPipeline* shaderPipeline, UniformLocation uniformLocation, u8* v); 549 550 #if NN_GD_DOCUMENT_TYPE == ENGLISH 551 /* Please see man pages for details 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 */ 587 #else 588 /* Please see man pages for details 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 */ 625 #endif 626 static nnResult SetFloatConstantBuffer(ShaderType shaderType, u32 firstRegisterIndex, u32 registerCount, f32* constantBufferSrc); 627 628 #if NN_GD_DOCUMENT_TYPE == ENGLISH 629 /* Please see man pages for details 630 631 632 633 634 635 636 */ 637 #else 638 /* Please see man pages for details 639 640 641 642 643 644 645 */ 646 #endif 647 static UniformLocation GetShaderUniformLocation(ShaderPipeline* shaderPipeline, const char* name); 648 649 }; // ShaderStage 650 651 652 #if NN_GD_DOCUMENT_TYPE == ENGLISH 653 /* Please see man pages for details 654 655 656 */ 657 #else 658 /* Please see man pages for details 659 660 661 */ 662 #endif 663 class UnmanagedRegistersInterval 664 { 665 public: 666 #if NN_GD_DOCUMENT_TYPE == ENGLISH 667 /* Please see man pages for details */ 668 #else 669 /* Please see man pages for details */ 670 #endif 671 ShaderStage::ShaderType m_ShaderType; 672 673 #if NN_GD_DOCUMENT_TYPE == ENGLISH 674 /* Please see man pages for details */ 675 #else 676 /* Please see man pages for details */ 677 #endif 678 u32 m_FirstUnmanagedRegister; 679 680 #if NN_GD_DOCUMENT_TYPE == ENGLISH 681 /* Please see man pages for details */ 682 #else 683 /* Please see man pages for details */ 684 #endif 685 u32 m_RegisterCount; 686 }; 687 688 689 #if NN_GD_DOCUMENT_TYPE == ENGLISH 690 /* Please see man pages for details 691 692 693 */ 694 #else 695 /* Please see man pages for details 696 697 698 */ 699 #endif 700 class ShaderPipelineUnmanagedRegisters 701 { 702 public: 703 #if NN_GD_DOCUMENT_TYPE == ENGLISH 704 /* Please see man pages for details */ 705 #else 706 /* Please see man pages for details */ 707 #endif 708 UnmanagedRegistersInterval* m_ArrayUnmanagedRegistersInterval; 709 710 #if NN_GD_DOCUMENT_TYPE == ENGLISH 711 /* Please see man pages for details */ 712 #else 713 /* Please see man pages for details */ 714 #endif 715 u32 m_CountUnmanagedRegistersInterval; 716 }; 717 718 } // namespace CTR 719 } // namespace gd 720 } // namespace nn 721 722 #endif // NN_GD_CTR_GD_SHADER_H_ 723