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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#ifndef Vertex_hpp
#define Vertex_hpp
#include "Color.hpp"
#include "Common/MetaMacro.hpp"
#include "Common/Types.hpp"
namespace sw
{
enum Out // Default vertex output semantic
{
Pos = 0,
D0 = 1, // Diffuse
D1 = 2, // Specular
T0 = 3,
T1 = 4,
T2 = 5,
T3 = 6,
T4 = 7,
T5 = 8,
T6 = 9,
T7 = 10,
Fog = 11, // x component
Pts = Fog, // y component
Unused
};
struct UVWQ
{
float u;
float v;
float w;
float q;
float &operator[](int i)
{
return (&u)[i];
}
};
ALIGN(16, struct Vertex
{
union
{
struct // Fixed semantics
{
union // Position
{
struct
{
float x;
float y;
float z;
float w;
};
struct
{
float4 P;
};
};
float4 C[2]; // Diffuse and specular color
UVWQ T[8]; // Texture coordinates
float f; // Fog
float pSize; // Point size
unsigned char padding0[4];
unsigned char clipFlags;
unsigned char padding1[3];
};
float4 v[12]; // Generic components using semantic declaration
};
struct // Projected coordinates
{
int X;
int Y;
float Z;
float W;
};
});
META_ASSERT((sizeof(Vertex) & 0x0000000F) == 0);
}
#endif // Vertex_hpp