91 lines
2.2 KiB
C#
91 lines
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenTK;
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namespace BizHawk.Bizware.BizwareGL
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{
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/// <summary>
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/// represents a pipeline uniform...
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/// and one of those can represent multiple shader uniforms!!
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/// </summary>
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public class PipelineUniform
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{
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internal PipelineUniform(Pipeline owner)
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{
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Owner = owner;
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//Opaque = info.Opaque;
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//SamplerIndex = info.SamplerIndex;
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}
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internal void AddUniformInfo(UniformInfo ui)
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{
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_UniformInfos.Add(ui);
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}
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public IEnumerable<UniformInfo> UniformInfos { get { return _UniformInfos; } }
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List<UniformInfo> _UniformInfos = new List<UniformInfo>();
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/// <summary>
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/// Returns the sole UniformInfo or throws an exception if there's more than one
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/// </summary>
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public UniformInfo Sole
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{
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get
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{
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if (_UniformInfos.Count != 1) throw new InvalidOperationException();
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return _UniformInfos[0];
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}
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}
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public Pipeline Owner { get; private set; }
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public void Set(Matrix4 mat, bool transpose = false)
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{
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if (Owner == null) return; //uniform was optimized out
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Owner.Owner.SetPipelineUniformMatrix(this, mat, transpose);
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}
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public void Set(Vector4 vec)
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{
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if (Owner == null) return; //uniform was optimized out
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Owner.Owner.SetPipelineUniform(this, vec);
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}
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public void Set(Vector2 vec)
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{
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if (Owner == null) return; //uniform was optimized out
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Owner.Owner.SetPipelineUniform(this, vec);
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}
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public void Set(float f)
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{
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if (Owner == null) return; //uniform was optimized out
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Owner.Owner.SetPipelineUniform(this, f);
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}
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public void Set(Vector4[] vecs)
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{
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if (Owner == null) return; //uniform was optimized out
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Owner.Owner.SetPipelineUniform(this, vecs);
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}
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public void Set(ref Matrix4 mat, bool transpose = false)
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{
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if (Owner == null) return; //uniform was optimized out
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Owner.Owner.SetPipelineUniformMatrix(this, ref mat, transpose);
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}
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public void Set(bool value)
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{
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if (Owner == null) return; //uniform was optimized out
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Owner.Owner.SetPipelineUniform(this, value);
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}
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public void Set(Texture2d tex)
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{
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if (Owner == null) return; //uniform was optimized out
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Owner.Owner.SetPipelineUniformSampler(this, tex);
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}
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}
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} |