/**************************************************************************** * Copyright (C) 2015 Dimok * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . ****************************************************************************/ #ifndef VERTEX_SHADER_H #define VERTEX_SHADER_H #include #include "Shader.h" class VertexShader : public Shader { public: VertexShader(u32 numAttr) : attributesCount( numAttr ) , attributes( new GX2AttribStream[attributesCount] ) , vertexShader( (GX2VertexShader*) memalign(0x40, sizeof(GX2VertexShader)) ) { if(vertexShader) { memset(vertexShader, 0, sizeof(GX2VertexShader)); vertexShader->mode = GX2_SHADER_MODE_UNIFORM_REGISTER; } } virtual ~VertexShader() { delete [] attributes; if(vertexShader) { if(vertexShader->program) free(vertexShader->program); for(u32 i = 0; i < vertexShader->uniformBlockCount; i++) free((void*)vertexShader->uniformBlocks[i].name); if(vertexShader->uniformBlocks) free((void*)vertexShader->uniformBlocks); for(u32 i = 0; i < vertexShader->uniformVarCount; i++) free((void*)vertexShader->uniformVars[i].name); if(vertexShader->uniformVars) free((void*)vertexShader->uniformVars); if(vertexShader->initialValues) free((void*)vertexShader->initialValues); for(u32 i = 0; i < vertexShader->samplerVarCount; i++) free((void*)vertexShader->samplerVars[i].name); if(vertexShader->samplerVars) free((void*)vertexShader->samplerVars); for(u32 i = 0; i < vertexShader->attribVarCount; i++) free((void*)vertexShader->attribVars[i].name); if(vertexShader->attribVars) free((void*)vertexShader->attribVars); if(vertexShader->loopVars) free((void*)vertexShader->loopVars); free(vertexShader); } } void setProgram(const u32 * program, const u32 & programSize, const u32 * regs, const u32 & regsSize) { if(!vertexShader) return; //! this must be moved into an area where the graphic engine has access to and must be aligned to 0x100 vertexShader->size = programSize; vertexShader->program = (u8*) memalign(GX2_SHADER_ALIGNMENT, vertexShader->size); if(vertexShader->program) { memcpy(vertexShader->program, program, vertexShader->size); GX2Invalidate(GX2_INVALIDATE_MODE_CPU_SHADER, vertexShader->program, vertexShader->size); } memcpy(&vertexShader->regs, regs, regsSize); } void addUniformVar(const GX2UniformVar & var) { if(!vertexShader) return; u32 idx = vertexShader->uniformVarCount; GX2UniformVar* newVar = (GX2UniformVar*) malloc((vertexShader->uniformVarCount + 1) * sizeof(GX2UniformVar)); if(newVar) { if(vertexShader->uniformVarCount > 0) { memcpy(newVar, vertexShader->uniformVars, vertexShader->uniformVarCount * sizeof(GX2UniformVar)); free(vertexShader->uniformVars); } vertexShader->uniformVars = newVar; memcpy(vertexShader->uniformVars + idx, &var, sizeof(GX2UniformVar)); vertexShader->uniformVars[idx].name = (char*) malloc(strlen(var.name) + 1); strcpy((char*)vertexShader->uniformVars[idx].name, var.name); vertexShader->uniformVarCount++; } } void addAttribVar(const GX2AttribVar & var) { if(!vertexShader) return; u32 idx = vertexShader->attribVarCount; GX2AttribVar* newVar = (GX2AttribVar*) malloc((vertexShader->attribVarCount + 1) * sizeof(GX2AttribVar)); if(newVar) { if(vertexShader->attribVarCount > 0) { memcpy(newVar, vertexShader->attribVars, vertexShader->attribVarCount * sizeof(GX2AttribVar)); free(vertexShader->attribVars); } vertexShader->attribVars = newVar; memcpy(vertexShader->attribVars + idx, &var, sizeof(GX2AttribVar)); vertexShader->attribVars[idx].name = (char*) malloc(strlen(var.name) + 1); strcpy((char*)vertexShader->attribVars[idx].name, var.name); vertexShader->attribVarCount++; } } static inline void setAttributeBuffer(u32 bufferIdx, u32 bufferSize, u32 stride, const void * buffer) { GX2SetAttribBuffer(bufferIdx, bufferSize, stride, (void*)buffer); } GX2VertexShader *getVertexShader() const { return vertexShader; } void setShader(void) const { GX2SetVertexShader(vertexShader); } GX2AttribStream * getAttributeBuffer(u32 idx = 0) const { if(idx >= attributesCount) { return NULL; } return &attributes[idx]; } u32 getAttributesCount() const { return attributesCount; } static void setUniformReg(u32 location, u32 size, const void * reg) { GX2SetVertexUniformReg(location, size, (uint32_t*)reg); } protected: u32 attributesCount; GX2AttribStream *attributes; GX2VertexShader *vertexShader; }; #endif // VERTEX_SHADER_H