/* 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 .
*/
#pragma once
#include "../Pcsx2Defs.h"
#include "glad.h"
#include
#include
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 CompileCompute(const std::string_view glsl);
bool CreateFromBinary(const void* data, u32 data_length, u32 data_format);
bool GetBinary(std::vector* 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 UniformMatrix2fv(int index, const float* v);
void UniformMatrix3fv(int index, const float* v);
void UniformMatrix4fv(int index, const float* v);
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_geometry_shader_id = 0;
GLuint m_fragment_shader_id = 0;
std::vector m_uniform_locations;
};
} // namespace GL