mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-11 08:39:13 +01:00
08a9c66037
Reason: - It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance. - It provides virtually no advantages over the previous hack while introducing lots of code. - There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc. This reverts commit 0efd4e5c29766ba5f5d22204339637ade9ccec83. This reverts commit b4ec836aca4392a86b864dc58b1030ca616fe0d5. This reverts commit bb4c9e2205d4117f48fd4ca50774ee56c28c92e4. This reverts commit 146b02615c07dd52dddaa18b7e23d09bc23b549e.
92 lines
2.0 KiB
C++
92 lines
2.0 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _PIXELSHADERCACHE_H_
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#define _PIXELSHADERCACHE_H_
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#include <map>
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#include <string>
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#include "BPMemory.h"
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#include "PixelShaderGen.h"
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namespace OGL
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{
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struct FRAGMENTSHADER
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{
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FRAGMENTSHADER() : glprogid(0) { }
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void Destroy()
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{
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if (glprogid)
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{
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glDeleteProgramsARB(1, &glprogid);
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glprogid = 0;
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}
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}
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GLuint glprogid; // opengl program id
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std::string strprog;
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};
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class PixelShaderCache
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{
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struct PSCacheEntry
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{
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FRAGMENTSHADER shader;
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PSCacheEntry() {}
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~PSCacheEntry() {}
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void Destroy()
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{
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shader.Destroy();
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}
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PIXELSHADERUIDSAFE safe_uid;
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};
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typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
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static PSCache PixelShaders;
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static PIXELSHADERUID s_curuid; // the current pixel shader uid (progressively changed as memory is written)
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static bool s_displayCompileAlert;
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static GLuint CurrentShader;
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static PSCacheEntry* last_entry;
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static PIXELSHADERUID last_uid;
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static bool ShaderEnabled;
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public:
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static void Init();
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static void Shutdown();
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static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
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static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
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static GLuint GetColorMatrixProgram();
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static GLuint GetDepthMatrixProgram();
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static void SetCurrentShader(GLuint Shader);
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static void DisableShader();
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};
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} // namespace OGL
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#endif // _PIXELSHADERCACHE_H_
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