mirror of https://github.com/PCSX2/pcsx2.git
Common: Add GL Program wrapper class
This commit is contained in:
parent
cdb0068dcc
commit
efb93d22d9
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@ -19,6 +19,7 @@ target_sources(common PRIVATE
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FastFormatString.cpp
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FastJmp.cpp
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GL/Context.cpp
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GL/Program.cpp
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GL/StreamBuffer.cpp
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FileSystem.cpp
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IniInterface.cpp
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@ -76,6 +77,7 @@ target_sources(common PRIVATE
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FileSystem.h
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General.h
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GL/Context.h
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GL/Program.h
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GL/StreamBuffer.h
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HashCombine.h
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MemcpyFast.h
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@ -0,0 +1,655 @@
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "common/PrecompiledHeader.h"
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#include "common/GL/Program.h"
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#include "common/Assertions.h"
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#include "common/Console.h"
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#include "common/StringUtil.h"
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#include <array>
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#include <fstream>
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namespace GL
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{
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GLuint Program::s_last_program_id = 0;
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static GLuint s_next_bad_shader_id = 1;
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Program::Program() = default;
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Program::Program(Program&& prog)
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{
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m_program_id = prog.m_program_id;
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prog.m_program_id = 0;
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m_vertex_shader_id = prog.m_vertex_shader_id;
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prog.m_vertex_shader_id = 0;
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m_fragment_shader_id = prog.m_fragment_shader_id;
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prog.m_fragment_shader_id = 0;
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m_uniform_locations = std::move(prog.m_uniform_locations);
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}
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Program::~Program()
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{
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Destroy();
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}
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GLuint Program::CompileShader(GLenum type, const std::string_view source)
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{
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GLuint id = glCreateShader(type);
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std::array<const GLchar*, 1> sources = {{source.data()}};
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std::array<GLint, 1> source_lengths = {{static_cast<GLint>(source.size())}};
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glShaderSource(id, static_cast<GLsizei>(sources.size()), sources.data(), source_lengths.data());
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glCompileShader(id);
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GLint status = GL_FALSE;
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glGetShaderiv(id, GL_COMPILE_STATUS, &status);
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GLint info_log_length = 0;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (status == GL_FALSE || info_log_length > 0)
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{
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std::string info_log;
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info_log.resize(info_log_length + 1);
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glGetShaderInfoLog(id, info_log_length, &info_log_length, &info_log[0]);
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if (status == GL_TRUE)
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{
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Console.Warning("Shader compiled with warnings:\n%s", info_log.c_str());
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}
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else
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{
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Console.Error("Shader failed to compile:\n%s", info_log.c_str());
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std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
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std::ofstream::out | std::ofstream::binary);
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if (ofs.is_open())
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{
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ofs.write(sources[0], source_lengths[0]);
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ofs << "\n\nCompile failed, info log:\n";
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ofs << info_log;
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ofs.close();
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}
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glDeleteShader(id);
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return 0;
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}
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}
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return id;
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}
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void Program::ResetLastProgram()
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{
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s_last_program_id = 0;
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}
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bool Program::Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
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const std::string_view fragment_shader)
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{
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GLuint vertex_shader_id = 0;
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if (!vertex_shader.empty())
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{
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vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
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if (vertex_shader_id == 0)
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return false;
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}
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GLuint geometry_shader_id = 0;
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if (!geometry_shader.empty())
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{
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geometry_shader_id = CompileShader(GL_GEOMETRY_SHADER, geometry_shader);
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if (geometry_shader_id == 0)
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return false;
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}
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GLuint fragment_shader_id = 0;
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if (!fragment_shader.empty())
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{
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fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
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if (fragment_shader_id == 0)
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{
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glDeleteShader(vertex_shader_id);
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return false;
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}
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}
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m_program_id = glCreateProgram();
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if (vertex_shader_id != 0)
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glAttachShader(m_program_id, vertex_shader_id);
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if (geometry_shader_id != 0)
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glAttachShader(m_program_id, geometry_shader_id);
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if (fragment_shader_id != 0)
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glAttachShader(m_program_id, fragment_shader_id);
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return true;
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}
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bool Program::CreateFromBinary(const void* data, u32 data_length, u32 data_format)
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{
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GLuint prog = glCreateProgram();
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glProgramBinary(prog, static_cast<GLenum>(data_format), data, data_length);
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GLint link_status;
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glGetProgramiv(prog, GL_LINK_STATUS, &link_status);
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if (link_status != GL_TRUE)
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{
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Console.Error("Failed to create GL program from binary: status %d", link_status);
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glDeleteProgram(prog);
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return false;
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}
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m_program_id = prog;
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return true;
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}
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bool Program::GetBinary(std::vector<u8>* out_data, u32* out_data_format)
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{
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GLint binary_size = 0;
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glGetProgramiv(m_program_id, GL_PROGRAM_BINARY_LENGTH, &binary_size);
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if (binary_size == 0)
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{
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Console.Warning("glGetProgramiv(GL_PROGRAM_BINARY_LENGTH) returned 0");
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return false;
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}
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GLenum format = 0;
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out_data->resize(static_cast<size_t>(binary_size));
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glGetProgramBinary(m_program_id, binary_size, &binary_size, &format, out_data->data());
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if (binary_size == 0)
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{
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Console.Warning("glGetProgramBinary() failed");
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return false;
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}
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else if (static_cast<size_t>(binary_size) != out_data->size())
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{
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Console.Warning("Size changed from %zu to %d after glGetProgramBinary()", out_data->size(), binary_size);
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out_data->resize(static_cast<size_t>(binary_size));
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}
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*out_data_format = static_cast<u32>(format);
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DevCon.WriteLn("Program binary retrieved, %zu bytes, format %u", out_data->size(), *out_data_format);
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return true;
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}
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void Program::SetBinaryRetrievableHint()
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{
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glProgramParameteri(m_program_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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}
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void Program::BindAttribute(GLuint index, const char* name)
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{
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glBindAttribLocation(m_program_id, index, name);
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}
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void Program::BindDefaultAttributes()
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{
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BindAttribute(0, "a_position");
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BindAttribute(1, "a_texcoord");
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BindAttribute(2, "a_color");
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}
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void Program::BindFragData(GLuint index /*= 0*/, const char* name /*= "o_col0"*/)
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{
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glBindFragDataLocation(m_program_id, index, name);
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}
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void Program::BindFragDataIndexed(GLuint color_number /*= 0*/, const char* name /*= "o_col0"*/)
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{
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if (GLAD_GL_VERSION_3_3 || GLAD_GL_ARB_blend_func_extended)
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{
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glBindFragDataLocationIndexed(m_program_id, color_number, 0, name);
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return;
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}
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else if (GLAD_GL_EXT_blend_func_extended)
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{
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glBindFragDataLocationIndexedEXT(m_program_id, color_number, 0, name);
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return;
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}
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Console.Error("BindFragDataIndexed() called without ARB or EXT extension, we'll probably crash.");
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glBindFragDataLocationIndexed(m_program_id, color_number, 0, name);
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}
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bool Program::Link()
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{
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glLinkProgram(m_program_id);
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if (m_vertex_shader_id != 0)
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glDeleteShader(m_vertex_shader_id);
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m_vertex_shader_id = 0;
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if (m_fragment_shader_id != 0)
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glDeleteShader(m_fragment_shader_id);
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m_fragment_shader_id = 0;
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GLint status = GL_FALSE;
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glGetProgramiv(m_program_id, GL_LINK_STATUS, &status);
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GLint info_log_length = 0;
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glGetProgramiv(m_program_id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (status == GL_FALSE || info_log_length > 0)
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{
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std::string info_log;
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info_log.resize(info_log_length + 1);
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glGetProgramInfoLog(m_program_id, info_log_length, &info_log_length, &info_log[0]);
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if (status == GL_TRUE)
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{
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Console.Error("Program linked with warnings:\n%s", info_log.c_str());
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}
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else
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{
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Console.Error("Program failed to link:\n%s", info_log.c_str());
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glDeleteProgram(m_program_id);
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m_program_id = 0;
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return false;
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}
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}
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return true;
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}
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void Program::Bind() const
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{
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if (s_last_program_id == m_program_id)
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return;
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glUseProgram(m_program_id);
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s_last_program_id = m_program_id;
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}
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void Program::Destroy()
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{
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if (m_vertex_shader_id != 0)
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{
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glDeleteShader(m_vertex_shader_id);
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m_vertex_shader_id = 0;
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}
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if (m_fragment_shader_id != 0)
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{
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glDeleteShader(m_fragment_shader_id);
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m_fragment_shader_id = 0;
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}
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if (m_program_id != 0)
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{
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glDeleteProgram(m_program_id);
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m_program_id = 0;
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}
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m_uniform_locations.clear();
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}
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int Program::RegisterUniform(const char* name)
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{
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int id = static_cast<int>(m_uniform_locations.size());
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m_uniform_locations.push_back(glGetUniformLocation(m_program_id, name));
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return id;
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}
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void Program::Uniform1ui(int index, u32 x) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform1ui(location, x);
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}
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void Program::Uniform2ui(int index, u32 x, u32 y) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2ui(location, x, y);
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}
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void Program::Uniform3ui(int index, u32 x, u32 y, u32 z) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3ui(location, x, y, z);
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}
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void Program::Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4ui(location, x, y, z, w);
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}
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void Program::Uniform1i(int index, s32 x) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform1i(location, x);
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}
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void Program::Uniform2i(int index, s32 x, s32 y) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2i(location, x, y);
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}
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void Program::Uniform3i(int index, s32 x, s32 y, s32 z) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3i(location, x, y, z);
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}
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void Program::Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4i(location, x, y, z, w);
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}
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void Program::Uniform1f(int index, float x) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform1f(location, x);
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}
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void Program::Uniform2f(int index, float x, float y) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2f(location, x, y);
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}
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void Program::Uniform3f(int index, float x, float y, float z) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3f(location, x, y, z);
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}
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void Program::Uniform4f(int index, float x, float y, float z, float w) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4f(location, x, y, z, w);
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}
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void Program::Uniform2uiv(int index, const u32* v) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2uiv(location, 1, v);
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}
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void Program::Uniform3uiv(int index, const u32* v) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3uiv(location, 1, v);
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}
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void Program::Uniform4uiv(int index, const u32* v) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4uiv(location, 1, v);
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}
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void Program::Uniform2iv(int index, const s32* v) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2iv(location, 1, v);
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}
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void Program::Uniform3iv(int index, const s32* v) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3iv(location, 1, v);
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}
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void Program::Uniform4iv(int index, const s32* v) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4iv(location, 1, v);
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}
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void Program::Uniform2fv(int index, const float* v) const
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{
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pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2fv(location, 1, v);
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}
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|
||||
void Program::Uniform3fv(int index, const float* v) const
|
||||
{
|
||||
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
|
||||
const GLint location = m_uniform_locations[index];
|
||||
if (location >= 0)
|
||||
glUniform3fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4fv(int index, const float* v) const
|
||||
{
|
||||
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
|
||||
const GLint location = m_uniform_locations[index];
|
||||
if (location >= 0)
|
||||
glUniform4fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform1ui(const char* name, u32 x) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform1ui(location, x);
|
||||
}
|
||||
|
||||
void Program::Uniform2ui(const char* name, u32 x, u32 y) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2ui(location, x, y);
|
||||
}
|
||||
|
||||
void Program::Uniform3ui(const char* name, u32 x, u32 y, u32 z) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3ui(location, x, y, z);
|
||||
}
|
||||
|
||||
void Program::Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4ui(location, x, y, z, w);
|
||||
}
|
||||
|
||||
void Program::Uniform1i(const char* name, s32 x) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform1i(location, x);
|
||||
}
|
||||
|
||||
void Program::Uniform2i(const char* name, s32 x, s32 y) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2i(location, x, y);
|
||||
}
|
||||
|
||||
void Program::Uniform3i(const char* name, s32 x, s32 y, s32 z) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3i(location, x, y, z);
|
||||
}
|
||||
|
||||
void Program::Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4i(location, x, y, z, w);
|
||||
}
|
||||
|
||||
void Program::Uniform1f(const char* name, float x) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform1f(location, x);
|
||||
}
|
||||
|
||||
void Program::Uniform2f(const char* name, float x, float y) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2f(location, x, y);
|
||||
}
|
||||
|
||||
void Program::Uniform3f(const char* name, float x, float y, float z) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3f(location, x, y, z);
|
||||
}
|
||||
|
||||
void Program::Uniform4f(const char* name, float x, float y, float z, float w) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4f(location, x, y, z, w);
|
||||
}
|
||||
|
||||
void Program::Uniform2uiv(const char* name, const u32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2uiv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3uiv(const char* name, const u32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3uiv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4uiv(const char* name, const u32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4uiv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform2iv(const char* name, const s32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2iv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3iv(const char* name, const s32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3iv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4iv(const char* name, const s32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4iv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform2fv(const char* name, const float* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3fv(const char* name, const float* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4fv(const char* name, const float* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::BindUniformBlock(const char* name, u32 index)
|
||||
{
|
||||
const GLint location = glGetUniformBlockIndex(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniformBlockBinding(m_program_id, location, index);
|
||||
}
|
||||
|
||||
void Program::SetName(const std::string_view& name)
|
||||
{
|
||||
if (name.empty())
|
||||
return;
|
||||
|
||||
#ifdef _DEBUG
|
||||
glObjectLabel(GL_PROGRAM, m_program_id, name.length(), name.data());
|
||||
#endif
|
||||
}
|
||||
|
||||
void Program::SetFormattedName(const char* format, ...)
|
||||
{
|
||||
va_list ap;
|
||||
va_start(ap, format);
|
||||
std::string n = StringUtil::StdStringFromFormatV(format, ap);
|
||||
va_end(ap);
|
||||
SetName(n);
|
||||
}
|
||||
|
||||
Program& Program::operator=(Program&& prog)
|
||||
{
|
||||
Destroy();
|
||||
m_program_id = prog.m_program_id;
|
||||
prog.m_program_id = 0;
|
||||
m_vertex_shader_id = prog.m_vertex_shader_id;
|
||||
prog.m_vertex_shader_id = 0;
|
||||
m_fragment_shader_id = prog.m_fragment_shader_id;
|
||||
prog.m_fragment_shader_id = 0;
|
||||
m_uniform_locations = std::move(prog.m_uniform_locations);
|
||||
return *this;
|
||||
}
|
||||
} // namespace GL
|
|
@ -0,0 +1,122 @@
|
|||
/* 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
|
|
@ -51,6 +51,7 @@
|
|||
</ClCompile>
|
||||
<ClCompile Include="GL\Context.cpp" />
|
||||
<ClCompile Include="GL\ContextWGL.cpp" />
|
||||
<ClCompile Include="GL\Program.cpp" />
|
||||
<ClCompile Include="GL\StreamBuffer.cpp" />
|
||||
<ClCompile Include="FileSystem.cpp" />
|
||||
<ClCompile Include="IniInterface.cpp" />
|
||||
|
@ -111,6 +112,7 @@
|
|||
<ClInclude Include="FastJmp.h" />
|
||||
<ClInclude Include="GL\Context.h" />
|
||||
<ClInclude Include="GL\ContextWGL.h" />
|
||||
<ClInclude Include="GL\Program.h" />
|
||||
<ClInclude Include="GL\StreamBuffer.h" />
|
||||
<ClInclude Include="FileSystem.h" />
|
||||
<ClInclude Include="HashCombine.h" />
|
||||
|
|
|
@ -145,6 +145,9 @@
|
|||
<ClCompile Include="MD5Digest.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GL\Program.cpp">
|
||||
<Filter>Source Files\GL</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="AlignedMalloc.h">
|
||||
|
@ -339,6 +342,9 @@
|
|||
<ClInclude Include="MD5Digest.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GL\Program.h">
|
||||
<Filter>Header Files\GL</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
|
|
Loading…
Reference in New Issue