libgui/source/video/shaders/PixelShader.h

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2017-10-29 10:28:14 +01:00
/****************************************************************************
* 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 <http://www.gnu.org/licenses/>.
****************************************************************************/
#ifndef PIXEL_SHADER_H
#define PIXEL_SHADER_H
#include "Shader.h"
class PixelShader : public Shader
{
public:
PixelShader()
: pixelShader((GX2PixelShader*) memalign(0x40, sizeof(GX2PixelShader)))
{
if(pixelShader)
{
memset(pixelShader, 0, sizeof(GX2PixelShader));
pixelShader->shader_mode = GX2_SHADER_MODE_UNIFORM_REGISTER;
}
}
virtual ~PixelShader()
{
if(pixelShader)
{
if(pixelShader->shader_data)
free(pixelShader->shader_data);
for(u32 i = 0; i < pixelShader->uniform_blocks_count; i++)
free((void*)pixelShader->uniform_block[i].name);
if(pixelShader->uniform_block)
free((void*)pixelShader->uniform_block);
for(u32 i = 0; i < pixelShader->uniform_vars_count; i++)
free((void*)pixelShader->uniform_var[i].name);
if(pixelShader->uniform_var)
free((void*)pixelShader->uniform_var);
if(pixelShader->initial_value)
free((void*)pixelShader->initial_value);
for(u32 i = 0; i < pixelShader->sampler_vars_count; i++)
free((void*)pixelShader->sampler_var[i].name);
if(pixelShader->sampler_var)
free((void*)pixelShader->sampler_var);
if(pixelShader->loops_data)
free((void*)pixelShader->loops_data);
free(pixelShader);
}
}
void setProgram(const u32 * program, const u32 & programSize, const u32 * regs, const u32 & regsSize)
{
if(!pixelShader)
return;
//! this must be moved into an area where the graphic engine has access to and must be aligned to 0x100
pixelShader->shader_size = programSize;
pixelShader->shader_data = memalign(GX2_SHADER_ALIGNMENT, pixelShader->shader_size);
if(pixelShader->shader_data)
{
memcpy(pixelShader->shader_data, program, pixelShader->shader_size);
GX2Invalidate(GX2_INVALIDATE_CPU_SHADER, pixelShader->shader_data, pixelShader->shader_size);
}
memcpy(pixelShader->regs, regs, regsSize);
}
void addUniformVar(const GX2UniformVar & var)
{
if(!pixelShader)
return;
u32 idx = pixelShader->uniform_vars_count;
GX2UniformVar* newVar = (GX2UniformVar*) malloc((pixelShader->uniform_vars_count + 1) * sizeof(GX2UniformVar));
if(newVar)
{
if(pixelShader->uniform_var)
{
memcpy(newVar, pixelShader->uniform_var, pixelShader->uniform_vars_count * sizeof(GX2UniformVar));
free(pixelShader->uniform_var);
}
pixelShader->uniform_var = newVar;
memcpy(pixelShader->uniform_var + idx, &var, sizeof(GX2UniformVar));
pixelShader->uniform_var[idx].name = (char*) malloc(strlen(var.name) + 1);
strcpy((char*)pixelShader->uniform_var[idx].name, var.name);
pixelShader->uniform_vars_count++;
}
}
void addSamplerVar(const GX2SamplerVar & var)
{
if(!pixelShader)
return;
u32 idx = pixelShader->sampler_vars_count;
GX2SamplerVar* newVar = (GX2SamplerVar*) malloc((pixelShader->sampler_vars_count + 1) * sizeof(GX2SamplerVar));
if(newVar)
{
if(pixelShader->sampler_var)
{
memcpy(newVar, pixelShader->sampler_var, pixelShader->sampler_vars_count * sizeof(GX2SamplerVar));
free(pixelShader->sampler_var);
}
pixelShader->sampler_var = newVar;
memcpy(pixelShader->sampler_var + idx, &var, sizeof(GX2SamplerVar));
pixelShader->sampler_var[idx].name = (char*) malloc(strlen(var.name) + 1);
strcpy((char*)pixelShader->sampler_var[idx].name, var.name);
pixelShader->sampler_vars_count++;
}
}
GX2PixelShader * getPixelShader() const {
return pixelShader;
}
void setShader(void) const {
GX2SetPixelShader(pixelShader);
}
static inline void setUniformReg(u32 location, u32 size, const void * reg) {
GX2SetPixelUniformReg(location, size, reg);
}
protected:
GX2PixelShader *pixelShader;
};
#endif // PIXEL_SHADER_H