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121 lines
No EOL
4.9 KiB
JSON
121 lines
No EOL
4.9 KiB
JSON
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//============================================================
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//
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// blit.json: A simple texture-to-target copy.
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//
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//============================================================
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{
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// blend (required): The blend state for this effect.
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"blend": {
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// equation (optional): What equation to perform on the source and destination blend values.
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// values: "add", "sub", "revSub", "min", "max"
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// default: "add"
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//
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// "subtract" and "revSubtract" are provided as aliases for "sub" and "revSub"
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"equation": "add",
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// blend function parameters (optional): What factors to use in the blend function when calculating the final pixel.
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// values: "0", "1", "srccolor", "1-srccolor", "dstcolor", "1-dstcolor", "srcalpha", "1-srcalpha", "dstalpha", "1-dstalpha"
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// defaults (srcColor, srcAlpha): "1"
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// defaults (dstColor, dstAlpha): "0"
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//
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// "zero", "one", "invsrccolor", "invdstcolor", "invsrcalpha", and "invdstalpha" are provided as aliases for "0", "1", "1-srccolor", "1-dstcolor", "1-srcalpha", and "1-dstalpha"
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"srcColor": "srcalpha",
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"dstColor": "1-srcalpha",
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"srcAlpha": "srcalpha",
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"dstAlpha": "1-srcalpha"
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},
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// depth (required): The depth state for this effect.
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"depth": {
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// function (optional): The depth function to use when drawing.
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// values: "never", "less", "equal", "lequal", "greater", "notequal", "gequal", "always"
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// default: "always"
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"function": "always",
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// writeenable (optional): Whether to store Z-buffer data.
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// values: true, false
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// default: false
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"writeenable": false
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},
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// cull (required): The cull mode for this effect.
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"cull": {
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// mode (optional): What winding, if any, to cull.
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// values: "none", "cw", "ccw"
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// default: "ccw"
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//
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// "clockwise" and "counterclockwise" are provided as aliases for "cw" and "ccw"
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"mode": "none"
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},
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// write (required): Write enable for color and alpha channels.
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"write": {
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// rgb (optional): Whether to store color data when drawing.
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// values: true, false
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// default: false
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"rgb": true,
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// alpha (optional): Whether to store alpha data when drawing.
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// values: true, false
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// default: false
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"alpha": true
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},
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// vertex (required): The vertex shader to use when drawing.
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// value: A string containing the path and name of a shader file to use, minus the extension.
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"vertex": "chains/hlsl/vs_blit",
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// pixel/fragment (required): The pixel or fragment shader to use when drawing.
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// value: A string containing the path and name of a shader file to use, minus the extension.
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"fragment": "chains/hlsl/fs_blit",
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// uniforms (required): The list of uniforms for this effect. Can be empty, but must exist.
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"uniforms": [
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{
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// name (required): The name of the uniform, as used in either the vertex or pixel/fragment shader.
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// value: A string containing the name of the uniform as described above.
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//
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// NOTE: Some names correspond to special values that will be automatically filled by the BGFX
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// code if they are used by the shader. These names are:
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// "u_screen_dims"
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// The dimensions of the first texture input if present, otherwise the dimensions of the output window.
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// Valid values: xy
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// "u_inv_screen_dims"
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// The reciprocal of u_screen_dims.
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// Valid values: xy
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// "u_source_dims"
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// The size, in pixels, of the screen texture incoming to the chain.
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// Valid values: xy
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// "u_rotation_type"
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// This screen's rotation type. 0 if ROT0, 1 if ROT90, 2 if ROT180, 3 of ROT270.
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// Valid values: x
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// "u_swap_xy"
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// Whether this screen is swapped on the X and Y axes. 1 if true, 0 if false.
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// Valid values: x
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// "u_quad_dims"
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// The dimensions, in pixels, occupied by this one screen primitive itself in the output window.
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// Valid values: xy
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// "u_tex_sizeN"
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// The dimensions, in pixels, of the texture in input pair N. Starts at 0.
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// valid values: xy
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"name": "s_tex",
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// type (required): The type of the uniform.
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// values: "int", "vec4", "mat3", "mat4"
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//
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// Note: "int" should only be used for samplers.
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"type": "int",
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// values (required): The array of numbers with which to initialize the uniform.
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// value: A JSON array containin the correct amount of numbers to initialize a uniform of the
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// above-specified type. The following size rules should be followed:
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// "int": 1 float
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// "vec4": 4 floats
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// "mat3": 9 floats
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// "mat4": 16 floats
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"values": [ 1.0 ]
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}
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]
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} |