// Copyright (C) 2003-2008 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 _VERTEXSHADERMANAGER_H #define _VERTEXSHADERMANAGER_H #include #include #include "GLUtil.h" struct VERTEXSHADER { VERTEXSHADER() : glprogid(0) {} GLuint glprogid; // opengl program id #if defined(_DEBUG) || defined(DEBUGFAST) std::string strprog; #endif }; class VERTEXSHADERUID { public: u32 values[9]; VERTEXSHADERUID() { memset(values, 0, sizeof(values)); } VERTEXSHADERUID(const VERTEXSHADERUID& r) { for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i) values[i] = r.values[i]; } int GetNumValues() const { return (((values[0] >> 23) & 0xf)*3 + 3)/4 + 3; // numTexGens*3/4+1 } bool operator <(const VERTEXSHADERUID& _Right) const { if (values[0] < _Right.values[0]) return true; else if (values[0] > _Right.values[0]) return false; int N = GetNumValues(); for (int i = 1; i < N; ++i) { if (values[i] < _Right.values[i]) return true; else if (values[i] > _Right.values[i]) return false; } return false; } bool operator ==(const VERTEXSHADERUID& _Right) const { if (values[0] != _Right.values[0]) return false; int N = GetNumValues(); for (int i = 1; i < N; ++i) { if (values[i] != _Right.values[i]) return false; } return true; } }; class VertexShaderMngr { struct VSCacheEntry { VERTEXSHADER shader; int frameCount; VSCacheEntry() : frameCount(0) {} void Destroy() { // printf("Destroying vs %i\n", shader.glprogid); glDeleteProgramsARB(1, &shader.glprogid); shader.glprogid = 0; } }; typedef std::map VSCache; static VSCache vshaders; static VERTEXSHADER* pShaderLast; static void GetVertexShaderId(VERTEXSHADERUID& uid, u32 components); static void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4); static void SetVSConstant4fv(int const_number, const float *f); public: static void Init(); static void Cleanup(); static void Shutdown(); static VERTEXSHADER* GetShader(u32 components); static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram); // constant management static void SetConstants(); static void SetViewport(float* _Viewport); static void SetViewportChanged(); static void SetProjection(float* _pProjection, int constantIndex = -1); static void InvalidateXFRange(int start, int end); static void SetTexMatrixChangedA(u32 Value); static void SetTexMatrixChangedB(u32 Value); static float* GetPosNormalMat(); static float GetPixelAspectRatio(); }; #endif