mirror of https://github.com/PCSX2/pcsx2.git
105 lines
3.6 KiB
C++
105 lines
3.6 KiB
C++
/* 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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#pragma once
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#include "../Pcsx2Defs.h"
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#include "glad.h"
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#include <string_view>
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#include <vector>
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namespace GL
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{
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class Program
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{
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public:
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Program();
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Program(const Program&) = delete;
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Program(Program&& prog);
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~Program();
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static GLuint CompileShader(GLenum type, const std::string_view source);
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static void ResetLastProgram();
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bool IsValid() const { return m_program_id != 0; }
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bool Compile(const std::string_view vertex_shader, const std::string_view fragment_shader);
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bool CompileCompute(const std::string_view glsl);
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bool CreateFromBinary(const void* data, u32 data_length, u32 data_format);
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bool GetBinary(std::vector<u8>* out_data, u32* out_data_format);
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void SetBinaryRetrievableHint();
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void BindAttribute(GLuint index, const char* name);
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void BindDefaultAttributes();
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void BindFragData(GLuint index = 0, const char* name = "o_col0");
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void BindFragDataIndexed(GLuint color_number = 0, const char* name = "o_col0");
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bool Link();
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void Bind() const;
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void Destroy();
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int RegisterUniform(const char* name);
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void Uniform1ui(int index, u32 x) const;
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void Uniform2ui(int index, u32 x, u32 y) const;
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void Uniform3ui(int index, u32 x, u32 y, u32 z) const;
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void Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const;
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void Uniform1i(int index, s32 x) const;
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void Uniform2i(int index, s32 x, s32 y) const;
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void Uniform3i(int index, s32 x, s32 y, s32 z) const;
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void Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const;
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void Uniform1f(int index, float x) const;
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void Uniform2f(int index, float x, float y) const;
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void Uniform3f(int index, float x, float y, float z) const;
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void Uniform4f(int index, float x, float y, float z, float w) const;
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void Uniform2uiv(int index, const u32* v) const;
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void Uniform3uiv(int index, const u32* v) const;
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void Uniform4uiv(int index, const u32* v) const;
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void Uniform2iv(int index, const s32* v) const;
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void Uniform3iv(int index, const s32* v) const;
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void Uniform4iv(int index, const s32* v) const;
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void Uniform2fv(int index, const float* v) const;
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void Uniform3fv(int index, const float* v) const;
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void Uniform4fv(int index, const float* v) const;
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void UniformMatrix2fv(int index, const float* v);
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void UniformMatrix3fv(int index, const float* v);
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void UniformMatrix4fv(int index, const float* v);
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void BindUniformBlock(const char* name, u32 index);
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void SetName(const std::string_view& name);
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void SetFormattedName(const char* format, ...);
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Program& operator=(const Program&) = delete;
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Program& operator=(Program&& prog);
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__fi bool operator==(const Program& rhs) const { return m_program_id == rhs.m_program_id; }
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__fi bool operator!=(const Program& rhs) const { return m_program_id != rhs.m_program_id; }
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private:
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static u32 s_last_program_id;
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GLuint m_program_id = 0;
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GLuint m_vertex_shader_id = 0;
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GLuint m_fragment_shader_id = 0;
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std::vector<GLint> m_uniform_locations;
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};
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} // namespace GL
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