100 lines
2.2 KiB
C++
100 lines
2.2 KiB
C++
// Copyright 2011 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <tuple>
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#include "Common/GL/GLUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace OGL
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{
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class SHADERUID
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{
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public:
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VertexShaderUid vuid;
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PixelShaderUid puid;
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GeometryShaderUid guid;
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bool operator<(const SHADERUID& r) const
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{
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return std::tie(puid, vuid, guid) < std::tie(r.puid, r.vuid, r.guid);
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}
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bool operator==(const SHADERUID& r) const
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{
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return std::tie(puid, vuid, guid) == std::tie(r.puid, r.vuid, r.guid);
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}
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};
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struct SHADER
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{
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SHADER() : glprogid(0) {}
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void Destroy()
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{
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glDeleteProgram(glprogid);
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glprogid = 0;
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}
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GLuint glprogid; // OpenGL program id
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std::string strvprog, strpprog, strgprog;
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void SetProgramVariables();
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void SetProgramBindings(bool is_compute);
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void Bind() const;
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};
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class ProgramShaderCache
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{
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public:
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struct PCacheEntry
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{
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SHADER shader;
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bool in_cache;
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void Destroy() { shader.Destroy(); }
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};
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static PCacheEntry GetShaderProgram();
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static SHADER* SetShader(u32 primitive_type);
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static void GetShaderId(SHADERUID* uid, u32 primitive_type);
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static bool CompileShader(SHADER& shader, const std::string& vcode, const std::string& pcode,
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const std::string& gcode = "");
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static bool CompileComputeShader(SHADER& shader, const std::string& code);
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static GLuint CompileSingleShader(GLuint type, const std::string& code);
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static void UploadConstants();
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static void Init();
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static void Reload();
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static void Shutdown();
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static void CreateHeader();
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private:
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class ProgramShaderCacheInserter : public LinearDiskCacheReader<SHADERUID, u8>
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{
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public:
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void Read(const SHADERUID& key, const u8* value, u32 value_size) override;
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};
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static void LoadProgramBinaries();
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static void SaveProgramBinaries();
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static void DestroyShaders();
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typedef std::map<SHADERUID, PCacheEntry> PCache;
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static PCache pshaders;
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static PCacheEntry* last_entry;
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static SHADERUID last_uid;
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static u32 s_ubo_buffer_size;
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static s32 s_ubo_align;
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};
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} // namespace OGL
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