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https://github.com/dolphin-emu/dolphin.git
synced 2025-01-12 00:59:11 +01:00
b20176b74f
PS and VS making. Untested and won't work for now. Add in program shader cache files. Readd NativeVertexFormat stuffs. Add in PS and VS cache things. SetShaders in places. Fixed EFB cache index computations in OpenGL renderer. The previous computation was very likely to go out of array bounds, which could result in crashes on EFB access. Also, the cache size was rounded down instead of up. This is a problem since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
102 lines
2.7 KiB
C++
102 lines
2.7 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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// This is a GLSL only function
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static void SetPSSampler(const char * name, unsigned int Tex);
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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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// GLSL Specific
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void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
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void SetGLSLPSConstant4fv(unsigned int const_number, const float *f);
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void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
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//CG Specific
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void SetCGPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
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void SetCGPSConstant4fv(unsigned int const_number, const float *f);
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void SetMultiCGPSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
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} // namespace OGL
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#endif // _PIXELSHADERCACHE_H_
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