// 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 #include #include #include "CommonTypes.h" #include template class ShaderGeneratorInterface { public: 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) {} uid_data& GetUidData() { return *(uid_data*)NULL; } // TODO: can be moved out, just make this GetUidData instead }; template class ShaderUid : public ShaderGeneratorInterface { public: ShaderUid() { // TODO: Move to Shadergen => can be optimized out memset(values, 0, sizeof(values)); } bool operator == (const ShaderUid& obj) const { return memcmp(this->values, obj.values, sizeof(values)) == 0; } 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 ShaderCode : public ShaderGeneratorInterface { 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; } private: const char* buf; char* write_ptr; }; template class ShaderConstantProfile : public ShaderGeneratorInterface { public: ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); } // 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 true; // return constant_usage[index]; } private: std::vector constant_usage; // TODO: Is vector appropriate here? }; #endif // _SHADERGENCOMMON_H