/**************************************************************************** * 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 . ****************************************************************************/ #pragma once #include "Shader.h" #include #include class VertexShader : public Shader { public: explicit VertexShader(uint32_t numAttr) : attributesCount(numAttr), attributes((GX2AttribStream *) memalign(0x40, sizeof(GX2AttribStream) * attributesCount)), vertexShader((GX2VertexShader *) memalign(0x40, sizeof(GX2VertexShader))) { if (vertexShader) { memset(vertexShader, 0, sizeof(GX2VertexShader)); vertexShader->mode = GX2_SHADER_MODE_UNIFORM_REGISTER; } } ~VertexShader() override { free(attributes); if (vertexShader) { if (vertexShader->program) { MEMFreeToMappedMemory(vertexShader->program); } for (uint32_t i = 0; i < vertexShader->uniformBlockCount; i++) { free((void *) vertexShader->uniformBlocks[i].name); } if (vertexShader->uniformBlocks) { free((void *) vertexShader->uniformBlocks); } for (uint32_t 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 (uint32_t i = 0; i < vertexShader->samplerVarCount; i++) { free((void *) vertexShader->samplerVars[i].name); } if (vertexShader->samplerVars) { free((void *) vertexShader->samplerVars); } for (uint32_t 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 uint32_t *program, const uint32_t &programSize, const uint32_t *regs, const uint32_t ®sSize) { 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 = (uint8_t *) MEMAllocFromMappedMemoryForGX2Ex(vertexShader->size, GX2_SHADER_PROGRAM_ALIGNMENT); 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; uint32_t idx = vertexShader->uniformVarCount; auto *newVar = (GX2UniformVar *) memalign(0x40, (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 *) memalign(0x40, strlen(var.name) + 1); strcpy((char *) vertexShader->uniformVars[idx].name, var.name); vertexShader->uniformVarCount++; } } void addAttribVar(const GX2AttribVar &var) { if (!vertexShader) return; uint32_t idx = vertexShader->attribVarCount; auto *newVar = (GX2AttribVar *) memalign(0x40, (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 *) memalign(0x40, strlen(var.name) + 1); strcpy((char *) vertexShader->attribVars[idx].name, var.name); vertexShader->attribVarCount++; } } static inline void setAttributeBuffer(uint32_t bufferIdx, uint32_t bufferSize, uint32_t stride, const void *buffer) { GX2SetAttribBuffer(bufferIdx, bufferSize, stride, (void *) buffer); } [[nodiscard]] GX2VertexShader *getVertexShader() const { return vertexShader; } void setShader() const { GX2SetVertexShader(vertexShader); } [[nodiscard]] GX2AttribStream *getAttributeBuffer(uint32_t idx = 0) const { if (idx >= attributesCount) { return nullptr; } return &attributes[idx]; } [[nodiscard]] uint32_t getAttributesCount() const { return attributesCount; } static void setUniformReg(uint32_t location, uint32_t size, const void *reg) { GX2SetVertexUniformReg(location, size, (uint32_t *) reg); } protected: uint32_t attributesCount; GX2AttribStream *attributes; GX2VertexShader *vertexShader; };