dolphin/Source/Plugins/Plugin_VideoOGL/Src/VertexShaderManager.h

130 lines
3.7 KiB
C++

// 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 <map>
#include "VertexShader.h"
struct VERTEXSHADER
{
VERTEXSHADER() : glprogid(0) {}
GLuint glprogid; // opengl program id
#ifdef _DEBUG
std::string strprog;
#endif
};
class VertexShaderMngr
{
struct VSCacheEntry
{
VERTEXSHADER shader;
int frameCount;
VSCacheEntry() : frameCount(0) {}
void Destroy() {
SAFE_RELEASE_PROG(shader.glprogid);
}
};
class VERTEXSHADERUID
{
public:
VERTEXSHADERUID() {}
VERTEXSHADERUID(const VERTEXSHADERUID& r) {
for(size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
values[i] = r.values[i];
}
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 = (((values[0]>>23)&0xf)*3+3)/4 + 3; // numTexGens*3/4+1
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 = (((values[0]>>23)&0xf)*3+3)/4 + 3; // numTexGens*3/4+1
for(int i = 1; i < N; ++i) {
if( values[i] != _Right.values[i] )
return false;
}
return true;
}
u32 values[9];
};
typedef std::map<VERTEXSHADERUID,VSCacheEntry> 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(VERTEXSHADER& vs);
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 size_t SaveLoadState(char *ptr, BOOL save);
static void LoadXFReg(u32 transferSize, u32 address, u32 *pData);
static void LoadIndexedXF(u32 val, int array);
static float* GetPosNormalMat();
static float rawViewport[6];
static float rawProjection[7];
};
#endif