dolphin/Source/Core/VideoCommon/Src/ShaderGenCommon.h

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// Copyright (C) 2003 Dolphin Project.
// 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, version 2.0.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _SHADERGENCOMMON_H
#define _SHADERGENCOMMON_H
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include "CommonTypes.h"
#include <vector>
template<class uid_data>
class ShaderUid
{
public:
ShaderUid()
{
// TODO: Move to Shadergen => can be optimized out
memset(values, 0, sizeof(values));
}
void Write(const char* fmt, ...) {}
const char* GetBuffer() { return NULL; }
void SetBuffer(char* buffer) { }
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
bool operator == (const ShaderUid& obj) const
{
return memcmp(this->values, obj.values, sizeof(values)) == 0;
}
// TODO: Store last frame used and order by that? makes much more sense anyway...
bool operator < (const ShaderUid& obj) const
{
for (unsigned int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i)
{
if (this->values[i] < obj.values[i])
return true;
else if (this->values[i] > obj.values[i])
return false;
}
return false;
}
inline uid_data& GetUidData() { return data; }
private:
union
{
uid_data data;
u32 values[sizeof(uid_data) / sizeof(u32)];
};
};
// Needs to be a template for hacks...
template<class uid_data>
class ShaderCode
{
public:
ShaderCode() : buf(NULL), write_ptr(NULL)
{
}
void Write(const char* fmt, ...)
{
va_list arglist;
va_start(arglist, fmt);
write_ptr += vsprintf(write_ptr, fmt, arglist);
va_end(arglist);
}
const char* GetBuffer() { return buf; }
void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; }
uid_data& GetUidData() { return *(uid_data*)NULL; }
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
private:
const char* buf;
char* write_ptr;
};
template<class uid_data>
class ShaderConstantProfile
{
public:
ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
void Write(const char* fmt, ...) {}
const char* GetBuffer() { return NULL; }
void SetBuffer(char* buffer) { }
uid_data& GetUidData() { return *(uid_data*)NULL; }
// has room for optimization (if it matters at all...)
void NumConstants() { return constant_usage.size(); }
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
{
for (unsigned int i = first_index; i < last_index+1; ++i)
constant_usage[i] = true;
}
inline bool ConstantIsUsed(unsigned int index)
{
return constant_usage[index];
}
private:
std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
};
enum GenOutput
{
GO_ShaderCode,
GO_ShaderUid,
GO_ShaderConstantProfile,
};
#endif // _SHADERGENCOMMON_H