/* 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