/**************************************************************************** * 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 PIXEL_SHADER_H #define PIXEL_SHADER_H #include class PixelShader : public Shader { public: PixelShader() : pixelShader((GX2PixelShader*) memalign(0x40, sizeof(GX2PixelShader))) { if(pixelShader) { memset(pixelShader, 0, sizeof(GX2PixelShader)); pixelShader->mode = GX2_SHADER_MODE_UNIFORM_REGISTER; } } virtual ~PixelShader() { if(pixelShader) { if(pixelShader->program) free(pixelShader->program); for(uint32_t i = 0; i < pixelShader->uniformBlockCount; i++) free((void*)pixelShader->uniformBlocks[i].name); if(pixelShader->uniformBlocks) free((void*)pixelShader->uniformBlocks); for(uint32_t i = 0; i < pixelShader->uniformVarCount; i++) free((void*)pixelShader->uniformVars[i].name); if(pixelShader->uniformVars) free((void*)pixelShader->uniformVars); if(pixelShader->initialValues) free((void*)pixelShader->initialValues); for(uint32_t i = 0; i < pixelShader->samplerVarCount; i++) free((void*)pixelShader->samplerVars[i].name); if(pixelShader->samplerVars) free((void*)pixelShader->samplerVars); if(pixelShader->loopVars) free((void*)pixelShader->loopVars); free(pixelShader); } } void setProgram(const uint32_t * program, const uint32_t & programSize, const uint32_t * regs, const uint32_t & 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->size = programSize; pixelShader->program = (uint8_t*)memalign(GX2_SHADER_PROGRAM_ALIGNMENT, pixelShader->size); if(pixelShader->program) { memcpy(pixelShader->program, program, pixelShader->size); GX2Invalidate(GX2_INVALIDATE_MODE_CPU_SHADER, pixelShader->program, pixelShader->size); } memcpy(&pixelShader->regs, regs, regsSize); } void addUniformVar(const GX2UniformVar & var) { if(!pixelShader) return; uint32_t idx = pixelShader->uniformVarCount; GX2UniformVar* newVar = (GX2UniformVar*) malloc((pixelShader->uniformVarCount + 1) * sizeof(GX2UniformVar)); if(newVar) { if(pixelShader->uniformVars) { memcpy(newVar, pixelShader->uniformVars, pixelShader->uniformVarCount * sizeof(GX2UniformVar)); free(pixelShader->uniformVars); } pixelShader->uniformVars = newVar; memcpy(pixelShader->uniformVars + idx, &var, sizeof(GX2UniformVar)); pixelShader->uniformVars[idx].name = (char*) malloc(strlen(var.name) + 1); strcpy((char*)pixelShader->uniformVars[idx].name, var.name); pixelShader->uniformVarCount++; } } void addSamplerVar(const GX2SamplerVar & var) { if(!pixelShader) return; uint32_t idx = pixelShader->samplerVarCount; GX2SamplerVar* newVar = (GX2SamplerVar*) malloc((pixelShader->samplerVarCount + 1) * sizeof(GX2SamplerVar)); if(newVar) { if(pixelShader->samplerVars) { memcpy(newVar, pixelShader->samplerVars, pixelShader->samplerVarCount * sizeof(GX2SamplerVar)); free(pixelShader->samplerVars); } pixelShader->samplerVars = newVar; memcpy(pixelShader->samplerVars + idx, &var, sizeof(GX2SamplerVar)); pixelShader->samplerVars[idx].name = (char*) malloc(strlen(var.name) + 1); strcpy((char*)pixelShader->samplerVars[idx].name, var.name); pixelShader->samplerVarCount++; } } GX2PixelShader * getPixelShader() const { return pixelShader; } void setShader(void) const { GX2SetPixelShader(pixelShader); } static inline void setUniformReg(uint32_t location, uint32_t size, const void * reg) { GX2SetPixelUniformReg(location, size, (uint32_t *)reg); } protected: GX2PixelShader *pixelShader; }; #endif // PIXEL_SHADER_H