mirror of
https://github.com/wiiu-env/libgui.git
synced 2024-11-15 04:45:06 +01:00
182 lines
6.2 KiB
C++
182 lines
6.2 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 VERTEX_SHADER_H
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#define VERTEX_SHADER_H
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#include <string.h>
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#include <gui/video/shaders/Shader.h>
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#include <gui/gx2_ext.h>
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class VertexShader : public Shader {
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public:
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VertexShader(uint32_t numAttr)
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: attributesCount(numAttr), attributes(new GX2AttribStream[attributesCount]), vertexShader((GX2VertexShader *) memalign(0x40, sizeof(GX2VertexShader))) {
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if (vertexShader) {
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memset(vertexShader, 0, sizeof(GX2VertexShader));
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vertexShader->mode = GX2_SHADER_MODE_UNIFORM_REGISTER;
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}
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}
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virtual ~VertexShader() {
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delete[] attributes;
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if (vertexShader) {
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if (vertexShader->program) {
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free(vertexShader->program);
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}
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for (uint32_t i = 0; i < vertexShader->uniformBlockCount; i++) {
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free((void *) vertexShader->uniformBlocks[i].name);
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}
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if (vertexShader->uniformBlocks) {
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free((void *) vertexShader->uniformBlocks);
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}
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for (uint32_t i = 0; i < vertexShader->uniformVarCount; i++) {
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free((void *) vertexShader->uniformVars[i].name);
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}
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if (vertexShader->uniformVars) {
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free((void *) vertexShader->uniformVars);
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}
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if (vertexShader->initialValues) {
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free((void *) vertexShader->initialValues);
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}
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for (uint32_t i = 0; i < vertexShader->samplerVarCount; i++) {
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free((void *) vertexShader->samplerVars[i].name);
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}
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if (vertexShader->samplerVars) {
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free((void *) vertexShader->samplerVars);
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}
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for (uint32_t i = 0; i < vertexShader->attribVarCount; i++) {
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free((void *) vertexShader->attribVars[i].name);
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}
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if (vertexShader->attribVars) {
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free((void *) vertexShader->attribVars);
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}
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if (vertexShader->loopVars) {
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free((void *) vertexShader->loopVars);
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}
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free(vertexShader);
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}
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}
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void setProgram(const uint32_t *program, const uint32_t &programSize, const uint32_t *regs, const uint32_t ®sSize) {
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if (!vertexShader) {
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return;
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}
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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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vertexShader->size = programSize;
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vertexShader->program = (uint8_t *) memalign(GX2_SHADER_PROGRAM_ALIGNMENT, vertexShader->size);
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if (vertexShader->program) {
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memcpy(vertexShader->program, program, vertexShader->size);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU_SHADER, vertexShader->program, vertexShader->size);
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}
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memcpy(&vertexShader->regs, regs, regsSize);
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}
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void addUniformVar(const GX2UniformVar &var) {
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if (!vertexShader) {
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return;
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}
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uint32_t idx = vertexShader->uniformVarCount;
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GX2UniformVar *newVar = (GX2UniformVar *) malloc((vertexShader->uniformVarCount + 1) * sizeof(GX2UniformVar));
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if (newVar) {
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if (vertexShader->uniformVarCount > 0) {
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memcpy(newVar, vertexShader->uniformVars, vertexShader->uniformVarCount * sizeof(GX2UniformVar));
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free(vertexShader->uniformVars);
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}
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vertexShader->uniformVars = newVar;
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memcpy(vertexShader->uniformVars + idx, &var, sizeof(GX2UniformVar));
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vertexShader->uniformVars[idx].name = (char *) malloc(strlen(var.name) + 1);
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strcpy((char *) vertexShader->uniformVars[idx].name, var.name);
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vertexShader->uniformVarCount++;
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}
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}
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void addAttribVar(const GX2AttribVar &var) {
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if (!vertexShader) {
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return;
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}
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uint32_t idx = vertexShader->attribVarCount;
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GX2AttribVar *newVar = (GX2AttribVar *) malloc((vertexShader->attribVarCount + 1) * sizeof(GX2AttribVar));
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if (newVar) {
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if (vertexShader->attribVarCount > 0) {
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memcpy(newVar, vertexShader->attribVars, vertexShader->attribVarCount * sizeof(GX2AttribVar));
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free(vertexShader->attribVars);
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}
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vertexShader->attribVars = newVar;
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memcpy(vertexShader->attribVars + idx, &var, sizeof(GX2AttribVar));
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vertexShader->attribVars[idx].name = (char *) malloc(strlen(var.name) + 1);
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strcpy((char *) vertexShader->attribVars[idx].name, var.name);
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vertexShader->attribVarCount++;
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}
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}
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static inline void setAttributeBuffer(uint32_t bufferIdx, uint32_t bufferSize, uint32_t stride, const void *buffer) {
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GX2SetAttribBuffer(bufferIdx, bufferSize, stride, (void *) buffer);
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}
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GX2VertexShader *getVertexShader() const {
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return vertexShader;
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}
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void setShader(void) const {
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GX2SetVertexShader(vertexShader);
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}
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GX2AttribStream *getAttributeBuffer(uint32_t idx = 0) const {
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if (idx >= attributesCount) {
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return NULL;
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}
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return &attributes[idx];
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}
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uint32_t getAttributesCount() const {
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return attributesCount;
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}
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static void setUniformReg(uint32_t location, uint32_t size, const void *reg) {
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GX2SetVertexUniformReg(location, size, (uint32_t *) reg);
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}
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protected:
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uint32_t attributesCount;
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GX2AttribStream *attributes;
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GX2VertexShader *vertexShader;
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};
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#endif // VERTEX_SHADER_H
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