mirror of
https://github.com/dolphin-emu/dolphin
synced 2024-11-04 20:43:44 -05:00
458 lines
18 KiB
C++
458 lines
18 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/ShaderGenCommon.h"
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#include <fmt/format.h>
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#include "Common/Assert.h"
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#include "Common/FileUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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ShaderHostConfig ShaderHostConfig::GetCurrent()
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{
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ShaderHostConfig bits = {};
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bits.msaa = g_ActiveConfig.iMultisamples > 1;
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bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA &&
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g_ActiveConfig.backend_info.bSupportsSSAA;
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bits.stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
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bits.wireframe = g_ActiveConfig.bWireFrame;
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bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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bits.vertex_rounding = g_ActiveConfig.UseVertexRounding();
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bits.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
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bits.bounding_box = g_ActiveConfig.bBBoxEnable;
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bits.backend_dual_source_blend = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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bits.backend_geometry_shaders = g_ActiveConfig.backend_info.bSupportsGeometryShaders;
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bits.backend_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ;
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bits.backend_bbox = g_ActiveConfig.backend_info.bSupportsBBox;
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bits.backend_gs_instancing = g_ActiveConfig.backend_info.bSupportsGSInstancing;
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bits.backend_clip_control = g_ActiveConfig.backend_info.bSupportsClipControl;
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bits.backend_ssaa = g_ActiveConfig.backend_info.bSupportsSSAA;
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bits.backend_atomics = g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics;
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bits.backend_depth_clamp = g_ActiveConfig.backend_info.bSupportsDepthClamp;
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bits.backend_reversed_depth_range = g_ActiveConfig.backend_info.bSupportsReversedDepthRange;
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bits.backend_bitfield = g_ActiveConfig.backend_info.bSupportsBitfield;
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bits.backend_dynamic_sampler_indexing =
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g_ActiveConfig.backend_info.bSupportsDynamicSamplerIndexing;
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bits.backend_shader_framebuffer_fetch = g_ActiveConfig.backend_info.bSupportsFramebufferFetch;
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bits.backend_logic_op = g_ActiveConfig.backend_info.bSupportsLogicOp;
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bits.backend_palette_conversion = g_ActiveConfig.backend_info.bSupportsPaletteConversion;
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bits.enable_validation_layer = g_ActiveConfig.bEnableValidationLayer;
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bits.manual_texture_sampling = !g_ActiveConfig.bFastTextureSampling;
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bits.manual_texture_sampling_custom_texture_sizes =
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g_ActiveConfig.ManualTextureSamplingWithCustomTextureSizes();
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bits.backend_sampler_lod_bias = g_ActiveConfig.backend_info.bSupportsLodBiasInSampler;
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bits.backend_dynamic_vertex_loader = g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader;
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bits.backend_vs_point_line_expand = g_ActiveConfig.UseVSForLinePointExpand();
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bits.backend_gl_layer_in_fs = g_ActiveConfig.backend_info.bSupportsGLLayerInFS;
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return bits;
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}
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std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
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bool include_host_config, bool include_api)
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{
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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std::string filename = File::GetUserPath(D_SHADERCACHE_IDX);
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if (include_api)
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{
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switch (api_type)
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{
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case APIType::D3D:
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filename += "D3D";
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break;
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case APIType::Metal:
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filename += "Metal";
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break;
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case APIType::OpenGL:
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filename += "OpenGL";
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break;
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case APIType::Vulkan:
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filename += "Vulkan";
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break;
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default:
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break;
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}
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filename += '-';
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}
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filename += type;
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if (include_gameid)
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{
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filename += '-';
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filename += SConfig::GetInstance().GetGameID();
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}
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if (include_host_config)
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{
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// We're using 21 bits, so 6 hex characters.
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ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
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filename += fmt::format("-{:06X}", host_config.bits);
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}
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filename += ".cache";
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return filename;
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}
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void WriteIsNanHeader(ShaderCode& out, APIType api_type)
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{
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if (api_type == APIType::D3D)
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{
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out.Write("bool dolphin_isnan(float f) {{\n"
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" // Workaround for the HLSL compiler deciding that isnan can never be true and\n"
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" // optimising away the call, even though the value can actually be NaN\n"
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" // Just look for the bit pattern that indicates NaN instead\n"
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" return (floatBitsToInt(f) & 0x7FFFFFFF) > 0x7F800000;\n"
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"}}\n\n");
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// If isfinite is needed, (floatBitsToInt(f) & 0x7F800000) != 0x7F800000 can be used
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}
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else
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{
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out.Write("#define dolphin_isnan(f) isnan(f)\n");
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}
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}
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void WriteBitfieldExtractHeader(ShaderCode& out, APIType api_type,
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const ShaderHostConfig& host_config)
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{
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// ==============================================
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// BitfieldExtract for APIs which don't have it
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// ==============================================
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if (!host_config.backend_bitfield)
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{
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out.Write("uint bitfieldExtract(uint val, int off, int size) {{\n"
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" // This built-in function is only supported in OpenGL 4.0+ and ES 3.1+\n"
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" // Microsoft's HLSL compiler automatically optimises this to a bitfield extract "
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"instruction.\n"
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" uint mask = uint((1 << size) - 1);\n"
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" return uint(val >> off) & mask;\n"
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"}}\n\n");
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out.Write("int bitfieldExtract(int val, int off, int size) {{\n"
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" // This built-in function is only supported in OpenGL 4.0+ and ES 3.1+\n"
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" // Microsoft's HLSL compiler automatically optimises this to a bitfield extract "
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"instruction.\n"
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" return ((val << (32 - size - off)) >> (32 - size));\n"
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"}}\n\n");
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}
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}
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static void DefineOutputMember(ShaderCode& object, APIType api_type, std::string_view qualifier,
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std::string_view type, std::string_view name, int var_index,
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ShaderStage stage, std::string_view semantic = {},
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int semantic_index = -1)
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{
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object.Write("\t{} {} {}", qualifier, type, name);
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if (var_index != -1)
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object.Write("{}", var_index);
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if (api_type == APIType::D3D && !semantic.empty() && stage == ShaderStage::Geometry)
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{
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if (semantic_index != -1)
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object.Write(" : {}{}", semantic, semantic_index);
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else
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object.Write(" : {}", semantic);
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}
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object.Write(";\n");
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}
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void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
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const ShaderHostConfig& host_config, std::string_view qualifier,
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ShaderStage stage)
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{
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// SPIRV-Cross names all semantics as "TEXCOORD"
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// Unfortunately Geometry shaders (which also uses this function)
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// aren't supported. The output semantic name needs to match
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// up with the input semantic name for both the next stage (pixel shader)
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// and the previous stage (vertex shader), so
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// we need to handle geometry in a special way...
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if (api_type == APIType::D3D && stage == ShaderStage::Geometry)
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{
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DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, stage, "TEXCOORD", 0);
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, stage, "TEXCOORD", 1);
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, stage, "TEXCOORD", 2);
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const unsigned int index_base = 3;
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unsigned int index_offset = 0;
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if (host_config.backend_geometry_shaders)
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{
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DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, stage, "TEXCOORD",
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index_base + index_offset);
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DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, stage, "TEXCOORD",
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index_base + index_offset + 1);
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index_offset += 2;
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}
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for (unsigned int i = 0; i < texgens; ++i)
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{
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DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, stage, "TEXCOORD",
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index_base + index_offset + i);
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}
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index_offset += texgens;
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if (!host_config.fast_depth_calc)
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{
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DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, stage, "TEXCOORD",
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index_base + index_offset);
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index_offset++;
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}
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if (host_config.per_pixel_lighting)
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{
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DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, stage, "TEXCOORD",
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index_base + index_offset);
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DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, stage, "TEXCOORD",
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index_base + index_offset + 1);
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index_offset += 2;
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}
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}
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else
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{
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DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, stage, "SV_Position");
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, stage, "COLOR", 0);
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, stage, "COLOR", 1);
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if (host_config.backend_geometry_shaders)
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{
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DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, stage,
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"SV_ClipDistance", 0);
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DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, stage,
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"SV_ClipDistance", 1);
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}
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for (unsigned int i = 0; i < texgens; ++i)
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DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, stage, "TEXCOORD", i);
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if (!host_config.fast_depth_calc)
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DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, stage, "TEXCOORD",
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texgens);
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if (host_config.per_pixel_lighting)
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{
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DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, stage, "TEXCOORD",
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texgens + 1);
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DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, stage, "TEXCOORD",
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texgens + 2);
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}
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}
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}
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void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
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const ShaderHostConfig& host_config)
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{
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object.Write("\t{}.pos = {}.pos;\n", a, b);
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object.Write("\t{}.colors_0 = {}.colors_0;\n", a, b);
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object.Write("\t{}.colors_1 = {}.colors_1;\n", a, b);
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for (unsigned int i = 0; i < texgens; ++i)
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object.Write("\t{}.tex{} = {}.tex{};\n", a, i, b, i);
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if (!host_config.fast_depth_calc)
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object.Write("\t{}.clipPos = {}.clipPos;\n", a, b);
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if (host_config.per_pixel_lighting)
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{
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object.Write("\t{}.Normal = {}.Normal;\n", a, b);
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object.Write("\t{}.WorldPos = {}.WorldPos;\n", a, b);
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}
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if (host_config.backend_geometry_shaders)
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{
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object.Write("\t{}.clipDist0 = {}.clipDist0;\n", a, b);
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object.Write("\t{}.clipDist1 = {}.clipDist1;\n", a, b);
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}
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}
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void GenerateLineOffset(ShaderCode& object, std::string_view indent0, std::string_view indent1,
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std::string_view pos_a, std::string_view pos_b, std::string_view sign)
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{
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// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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// use the correct line caps. Instead, the line caps are vertical or
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// horizontal depending the slope of the line.
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object.Write("{indent0}float2 offset;\n"
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"{indent0}float2 to = abs({pos_a}.xy / {pos_a}.w - {pos_b}.xy / {pos_b}.w);\n"
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// FIXME: What does real hardware do when line is at a 45-degree angle?
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// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
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"{indent0}if (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {{\n"
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// Line is more tall. Extend geometry left and right.
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// Lerp LineWidth/2 from [0..VpWidth] to [-1..1]
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"{indent1}offset = float2({sign}" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
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"{indent0}}} else {{\n"
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// Line is more wide. Extend geometry up and down.
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// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
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"{indent1}offset = float2(0, {sign}-" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
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"{indent0}}}\n",
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fmt::arg("indent0", indent0), fmt::arg("indent1", indent1), //
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fmt::arg("pos_a", pos_a), fmt::arg("pos_b", pos_b), fmt::arg("sign", sign));
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}
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void GenerateVSLineExpansion(ShaderCode& object, std::string_view indent, u32 texgens)
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{
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std::string indent1 = std::string(indent) + " ";
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object.Write("{0}other_pos = float4(dot(" I_PROJECTION "[0], other_pos), dot(" I_PROJECTION
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"[1], other_pos), dot(" I_PROJECTION "[2], other_pos), dot(" I_PROJECTION
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"[3], other_pos));\n"
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"\n"
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"{0}float expand_sign = is_right ? 1.0f : -1.0f;\n",
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indent);
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GenerateLineOffset(object, indent, indent1, "o.pos", "other_pos", "expand_sign * ");
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object.Write("\n"
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"{}o.pos.xy += offset * o.pos.w;\n",
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indent);
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if (texgens > 0)
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{
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object.Write("{}if ((" I_TEXOFFSET "[2] != 0) && is_right) {{\n", indent);
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object.Write("{} float texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n", indent);
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for (u32 i = 0; i < texgens; i++)
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{
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object.Write("{} if (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", indent, i);
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object.Write("{} o.tex{}.x += texOffset;\n", indent, i);
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}
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object.Write("{}}}\n", indent);
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}
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}
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void GenerateVSPointExpansion(ShaderCode& object, std::string_view indent, u32 texgens)
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{
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object.Write(
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"{0}float2 expand_sign = float2(is_right ? 1.0f : -1.0f, is_bottom ? -1.0f : 1.0f);\n"
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"{0}float2 offset = expand_sign * " I_LINEPTPARAMS ".ww / " I_LINEPTPARAMS ".xy;\n"
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"{0}o.pos.xy += offset * o.pos.w;\n",
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indent);
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if (texgens > 0)
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{
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object.Write("{0}if (" I_TEXOFFSET "[3] != 0) {{\n"
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"{0} float texOffsetMagnitude = 1.0f / float(" I_TEXOFFSET "[3]);\n"
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"{0} float2 texOffset = float2(is_right ? texOffsetMagnitude : 0.0f, "
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"is_bottom ? texOffsetMagnitude : 0.0f);",
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indent);
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for (u32 i = 0; i < texgens; i++)
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{
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object.Write("{} if (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0)\n", indent, i);
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object.Write("{} o.tex{}.xy += texOffset;\n", indent, i);
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}
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object.Write("{}}}\n", indent);
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}
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}
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const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block, bool in)
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{
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if (!msaa)
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return "";
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// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
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// "centroid in" and not "centroid", even within an interface block.
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if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
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{
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if (!ssaa)
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return in ? "centroid in" : "centroid out";
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else
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return in ? "sample in" : "sample out";
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}
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else
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{
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if (!ssaa)
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return "centroid";
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else
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return "sample";
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}
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}
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void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens)
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{
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// Bump this when there are breaking changes to the API
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out->Write("#define CUSTOM_SHADER_API_VERSION 1;\n");
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// CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE "enum" values
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out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_NONE = {}u;\n",
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static_cast<u32>(AttenuationFunc::None));
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out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_POINT = {}u;\n",
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static_cast<u32>(AttenuationFunc::Spec));
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out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_DIR = {}u;\n",
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static_cast<u32>(AttenuationFunc::Dir));
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out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_SPOT = {}u;\n",
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static_cast<u32>(AttenuationFunc::Spot));
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out->Write("struct CustomShaderOutput\n");
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out->Write("{{\n");
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out->Write("\tfloat4 main_rt;\n");
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out->Write("}};\n\n");
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out->Write("struct CustomShaderLightData\n");
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out->Write("{{\n");
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out->Write("\tfloat3 position;\n");
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out->Write("\tfloat3 direction;\n");
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out->Write("\tfloat3 color;\n");
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out->Write("\tuint attenuation_type;\n");
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out->Write("\tfloat4 cosatt;\n");
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out->Write("\tfloat4 distatt;\n");
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out->Write("}};\n\n");
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// CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE "enum" values
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out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV = 0u;\n");
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out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR = 1u;\n");
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out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX = 2u;\n");
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out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS = 3u;\n");
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out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST = 4u;\n");
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out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC = 5u;\n");
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out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED = 6u;\n");
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out->Write("struct CustomShaderTevStageInputColor\n");
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out->Write("{{\n");
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out->Write("\tuint input_type;\n");
|
|
out->Write("\tfloat3 value;\n");
|
|
out->Write("}};\n\n");
|
|
|
|
out->Write("struct CustomShaderTevStageInputAlpha\n");
|
|
out->Write("{{\n");
|
|
out->Write("\tuint input_type;\n");
|
|
out->Write("\tfloat value;\n");
|
|
out->Write("}};\n\n");
|
|
|
|
out->Write("struct CustomShaderTevStage\n");
|
|
out->Write("{{\n");
|
|
out->Write("\tCustomShaderTevStageInputColor[4] input_color;\n");
|
|
out->Write("\tCustomShaderTevStageInputAlpha[4] input_alpha;\n");
|
|
out->Write("\tuint texmap;\n");
|
|
out->Write("\tfloat4 output_color;\n");
|
|
out->Write("}};\n\n");
|
|
|
|
// Custom structure for data we pass to custom shader hooks
|
|
out->Write("struct CustomShaderData\n");
|
|
out->Write("{{\n");
|
|
out->Write("\tfloat3 position;\n");
|
|
out->Write("\tfloat3 normal;\n");
|
|
if (numtexgens == 0)
|
|
{
|
|
// Cheat so shaders compile
|
|
out->Write("\tfloat3[1] texcoord;\n");
|
|
}
|
|
else
|
|
{
|
|
out->Write("\tfloat3[{}] texcoord;\n", numtexgens);
|
|
}
|
|
out->Write("\tuint texcoord_count;\n");
|
|
out->Write("\tuint[8] texmap_to_texcoord_index;\n");
|
|
out->Write("\tCustomShaderLightData[8] lights_chan0_color;\n");
|
|
out->Write("\tCustomShaderLightData[8] lights_chan0_alpha;\n");
|
|
out->Write("\tCustomShaderLightData[8] lights_chan1_color;\n");
|
|
out->Write("\tCustomShaderLightData[8] lights_chan1_alpha;\n");
|
|
out->Write("\tfloat4[2] ambient_lighting;\n");
|
|
out->Write("\tfloat4[2] base_material;\n");
|
|
out->Write("\tuint light_chan0_color_count;\n");
|
|
out->Write("\tuint light_chan0_alpha_count;\n");
|
|
out->Write("\tuint light_chan1_color_count;\n");
|
|
out->Write("\tuint light_chan1_alpha_count;\n");
|
|
out->Write("\tCustomShaderTevStage[16] tev_stages;\n");
|
|
out->Write("\tuint tev_stage_count;\n");
|
|
out->Write("\tfloat4 final_color;\n");
|
|
out->Write("\tuint time_ms;\n");
|
|
out->Write("}};\n\n");
|
|
}
|