133 lines
3.5 KiB
C++
133 lines
3.5 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VERTEXSHADERMANAGER_H
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#define _VERTEXSHADERMANAGER_H
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#include <map>
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#include "GLUtil.h"
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struct VERTEXSHADER
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{
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VERTEXSHADER() : glprogid(0) {}
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GLuint glprogid; // opengl program id
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#ifdef _DEBUG
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std::string strprog;
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#endif
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};
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class VERTEXSHADERUID
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{
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public:
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u32 values[9];
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VERTEXSHADERUID() {
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memset(values, 0, sizeof(values));
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}
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VERTEXSHADERUID(const VERTEXSHADERUID& r) {
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for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
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values[i] = r.values[i];
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}
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int GetNumValues() const {
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return (((values[0] >> 23) & 0xf)*3 + 3)/4 + 3; // numTexGens*3/4+1
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}
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bool operator <(const VERTEXSHADERUID& _Right) const
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{
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if (values[0] < _Right.values[0])
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return true;
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else if (values[0] > _Right.values[0])
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return false;
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int N = GetNumValues();
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for (int i = 1; i < N; ++i) {
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if (values[i] < _Right.values[i])
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return true;
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else if (values[i] > _Right.values[i])
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return false;
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}
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return false;
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}
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bool operator ==(const VERTEXSHADERUID& _Right) const
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{
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if (values[0] != _Right.values[0])
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return false;
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int N = GetNumValues();
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for (int i = 1; i < N; ++i) {
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if (values[i] != _Right.values[i])
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return false;
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}
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return true;
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}
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};
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class VertexShaderMngr
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{
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struct VSCacheEntry
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{
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VERTEXSHADER shader;
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int frameCount;
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VSCacheEntry() : frameCount(0) {}
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void Destroy() {
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// printf("Destroying vs %i\n", shader.glprogid);
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glDeleteProgramsARB(1, &shader.glprogid);
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shader.glprogid = 0;
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}
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};
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static VERTEXSHADER* pShaderLast;
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static void GetVertexShaderId(VERTEXSHADERUID& uid, u32 components);
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static void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4);
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static void SetVSConstant4fv(int const_number, const float *f);
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public:
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static void Init();
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static void Cleanup();
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static void Shutdown();
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static VERTEXSHADER* GetShader(u32 components);
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static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
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// constant management
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static void SetConstants();
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static void SetViewport(float* _Viewport);
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static void SetViewportChanged();
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static void SetProjection(float* _pProjection, int constantIndex = -1);
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static void InvalidateXFRange(int start, int end);
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static void SetTexMatrixChangedA(u32 Value);
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static void SetTexMatrixChangedB(u32 Value);
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static void LoadXFReg(u32 transferSize, u32 address, u32 *pData);
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static void LoadIndexedXF(u32 val, int array);
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static float* GetPosNormalMat();
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static float GetPixelAspectRatio();
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};
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#endif
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