mirror of
https://github.com/wiiu-env/libgui.git
synced 2024-12-26 16:21:49 +01:00
151 lines
5.1 KiB
C++
151 lines
5.1 KiB
C++
/****************************************************************************
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* Copyright (C) 2015 Dimok
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*
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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, either version 3 of the License, or
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* (at your option) any later version.
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*
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#ifndef PIXEL_SHADER_H
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#define PIXEL_SHADER_H
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#include "Shader.h"
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class PixelShader : public Shader
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{
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public:
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PixelShader()
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: pixelShader((GX2PixelShader*) memalign(0x40, sizeof(GX2PixelShader)))
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{
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if(pixelShader)
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{
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memset(pixelShader, 0, sizeof(GX2PixelShader));
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pixelShader->shader_mode = GX2_SHADER_MODE_UNIFORM_REGISTER;
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}
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}
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virtual ~PixelShader()
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{
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if(pixelShader)
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{
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if(pixelShader->shader_data)
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free(pixelShader->shader_data);
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for(u32 i = 0; i < pixelShader->uniform_blocks_count; i++)
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free((void*)pixelShader->uniform_block[i].name);
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if(pixelShader->uniform_block)
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free((void*)pixelShader->uniform_block);
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for(u32 i = 0; i < pixelShader->uniform_vars_count; i++)
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free((void*)pixelShader->uniform_var[i].name);
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if(pixelShader->uniform_var)
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free((void*)pixelShader->uniform_var);
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if(pixelShader->initial_value)
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free((void*)pixelShader->initial_value);
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for(u32 i = 0; i < pixelShader->sampler_vars_count; i++)
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free((void*)pixelShader->sampler_var[i].name);
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if(pixelShader->sampler_var)
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free((void*)pixelShader->sampler_var);
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if(pixelShader->loops_data)
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free((void*)pixelShader->loops_data);
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free(pixelShader);
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}
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}
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void setProgram(const u32 * program, const u32 & programSize, const u32 * regs, const u32 & regsSize)
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{
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if(!pixelShader)
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return;
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//! this must be moved into an area where the graphic engine has access to and must be aligned to 0x100
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pixelShader->shader_size = programSize;
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pixelShader->shader_data = memalign(GX2_SHADER_ALIGNMENT, pixelShader->shader_size);
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if(pixelShader->shader_data)
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{
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memcpy(pixelShader->shader_data, program, pixelShader->shader_size);
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GX2Invalidate(GX2_INVALIDATE_CPU_SHADER, pixelShader->shader_data, pixelShader->shader_size);
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}
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memcpy(pixelShader->regs, regs, regsSize);
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}
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void addUniformVar(const GX2UniformVar & var)
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{
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if(!pixelShader)
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return;
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u32 idx = pixelShader->uniform_vars_count;
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GX2UniformVar* newVar = (GX2UniformVar*) malloc((pixelShader->uniform_vars_count + 1) * sizeof(GX2UniformVar));
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if(newVar)
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{
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if(pixelShader->uniform_var)
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{
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memcpy(newVar, pixelShader->uniform_var, pixelShader->uniform_vars_count * sizeof(GX2UniformVar));
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free(pixelShader->uniform_var);
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}
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pixelShader->uniform_var = newVar;
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memcpy(pixelShader->uniform_var + idx, &var, sizeof(GX2UniformVar));
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pixelShader->uniform_var[idx].name = (char*) malloc(strlen(var.name) + 1);
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strcpy((char*)pixelShader->uniform_var[idx].name, var.name);
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pixelShader->uniform_vars_count++;
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}
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}
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void addSamplerVar(const GX2SamplerVar & var)
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{
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if(!pixelShader)
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return;
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u32 idx = pixelShader->sampler_vars_count;
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GX2SamplerVar* newVar = (GX2SamplerVar*) malloc((pixelShader->sampler_vars_count + 1) * sizeof(GX2SamplerVar));
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if(newVar)
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{
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if(pixelShader->sampler_var)
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{
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memcpy(newVar, pixelShader->sampler_var, pixelShader->sampler_vars_count * sizeof(GX2SamplerVar));
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free(pixelShader->sampler_var);
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}
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pixelShader->sampler_var = newVar;
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memcpy(pixelShader->sampler_var + idx, &var, sizeof(GX2SamplerVar));
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pixelShader->sampler_var[idx].name = (char*) malloc(strlen(var.name) + 1);
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strcpy((char*)pixelShader->sampler_var[idx].name, var.name);
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pixelShader->sampler_vars_count++;
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}
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}
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GX2PixelShader * getPixelShader() const {
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return pixelShader;
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}
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void setShader(void) const {
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GX2SetPixelShader(pixelShader);
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}
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static inline void setUniformReg(u32 location, u32 size, const void * reg) {
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GX2SetPixelUniformReg(location, size, reg);
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}
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protected:
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GX2PixelShader *pixelShader;
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};
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#endif // PIXEL_SHADER_H
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