mirror of https://github.com/PCSX2/pcsx2.git
122 lines
4.7 KiB
C
122 lines
4.7 KiB
C
|
/* PCSX2 - PS2 Emulator for PCs
|
||
|
* Copyright (C) 2002-2021 PCSX2 Dev Team
|
||
|
*
|
||
|
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||
|
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||
|
* ation, either version 3 of the License, or (at your option) any later version.
|
||
|
*
|
||
|
* PCSX2 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 for more details.
|
||
|
*
|
||
|
* You should have received a copy of the GNU General Public License along with PCSX2.
|
||
|
* If not, see <http://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
|
||
|
#pragma once
|
||
|
#include "../Pcsx2Defs.h"
|
||
|
#include "glad.h"
|
||
|
#include <string_view>
|
||
|
#include <vector>
|
||
|
|
||
|
namespace GL
|
||
|
{
|
||
|
class Program
|
||
|
{
|
||
|
public:
|
||
|
Program();
|
||
|
Program(const Program&) = delete;
|
||
|
Program(Program&& prog);
|
||
|
~Program();
|
||
|
|
||
|
static GLuint CompileShader(GLenum type, const std::string_view source);
|
||
|
static void ResetLastProgram();
|
||
|
|
||
|
bool IsValid() const { return m_program_id != 0; }
|
||
|
|
||
|
bool Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
|
||
|
const std::string_view fragment_shader);
|
||
|
|
||
|
bool CreateFromBinary(const void* data, u32 data_length, u32 data_format);
|
||
|
|
||
|
bool GetBinary(std::vector<u8>* out_data, u32* out_data_format);
|
||
|
void SetBinaryRetrievableHint();
|
||
|
|
||
|
void BindAttribute(GLuint index, const char* name);
|
||
|
void BindDefaultAttributes();
|
||
|
|
||
|
void BindFragData(GLuint index = 0, const char* name = "o_col0");
|
||
|
void BindFragDataIndexed(GLuint color_number = 0, const char* name = "o_col0");
|
||
|
|
||
|
bool Link();
|
||
|
|
||
|
void Bind() const;
|
||
|
|
||
|
void Destroy();
|
||
|
|
||
|
int RegisterUniform(const char* name);
|
||
|
void Uniform1ui(int index, u32 x) const;
|
||
|
void Uniform2ui(int index, u32 x, u32 y) const;
|
||
|
void Uniform3ui(int index, u32 x, u32 y, u32 z) const;
|
||
|
void Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const;
|
||
|
void Uniform1i(int index, s32 x) const;
|
||
|
void Uniform2i(int index, s32 x, s32 y) const;
|
||
|
void Uniform3i(int index, s32 x, s32 y, s32 z) const;
|
||
|
void Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const;
|
||
|
void Uniform1f(int index, float x) const;
|
||
|
void Uniform2f(int index, float x, float y) const;
|
||
|
void Uniform3f(int index, float x, float y, float z) const;
|
||
|
void Uniform4f(int index, float x, float y, float z, float w) const;
|
||
|
void Uniform2uiv(int index, const u32* v) const;
|
||
|
void Uniform3uiv(int index, const u32* v) const;
|
||
|
void Uniform4uiv(int index, const u32* v) const;
|
||
|
void Uniform2iv(int index, const s32* v) const;
|
||
|
void Uniform3iv(int index, const s32* v) const;
|
||
|
void Uniform4iv(int index, const s32* v) const;
|
||
|
void Uniform2fv(int index, const float* v) const;
|
||
|
void Uniform3fv(int index, const float* v) const;
|
||
|
void Uniform4fv(int index, const float* v) const;
|
||
|
|
||
|
void Uniform1ui(const char* name, u32 x) const;
|
||
|
void Uniform2ui(const char* name, u32 x, u32 y) const;
|
||
|
void Uniform3ui(const char* name, u32 x, u32 y, u32 z) const;
|
||
|
void Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const;
|
||
|
void Uniform1i(const char* name, s32 x) const;
|
||
|
void Uniform2i(const char* name, s32 x, s32 y) const;
|
||
|
void Uniform3i(const char* name, s32 x, s32 y, s32 z) const;
|
||
|
void Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const;
|
||
|
void Uniform1f(const char* name, float x) const;
|
||
|
void Uniform2f(const char* name, float x, float y) const;
|
||
|
void Uniform3f(const char* name, float x, float y, float z) const;
|
||
|
void Uniform4f(const char* name, float x, float y, float z, float w) const;
|
||
|
void Uniform2uiv(const char* name, const u32* v) const;
|
||
|
void Uniform3uiv(const char* name, const u32* v) const;
|
||
|
void Uniform4uiv(const char* name, const u32* v) const;
|
||
|
void Uniform2iv(const char* name, const s32* v) const;
|
||
|
void Uniform3iv(const char* name, const s32* v) const;
|
||
|
void Uniform4iv(const char* name, const s32* v) const;
|
||
|
void Uniform2fv(const char* name, const float* v) const;
|
||
|
void Uniform3fv(const char* name, const float* v) const;
|
||
|
void Uniform4fv(const char* name, const float* v) const;
|
||
|
|
||
|
void BindUniformBlock(const char* name, u32 index);
|
||
|
|
||
|
void SetName(const std::string_view& name);
|
||
|
void SetFormattedName(const char* format, ...);
|
||
|
|
||
|
Program& operator=(const Program&) = delete;
|
||
|
Program& operator=(Program&& prog);
|
||
|
|
||
|
__fi bool operator==(const Program& rhs) const { return m_program_id == rhs.m_program_id; }
|
||
|
__fi bool operator!=(const Program& rhs) const { return m_program_id != rhs.m_program_id; }
|
||
|
|
||
|
private:
|
||
|
static u32 s_last_program_id;
|
||
|
|
||
|
GLuint m_program_id = 0;
|
||
|
GLuint m_vertex_shader_id = 0;
|
||
|
GLuint m_fragment_shader_id = 0;
|
||
|
|
||
|
std::vector<GLint> m_uniform_locations;
|
||
|
};
|
||
|
} // namespace GL
|