mirror of
https://github.com/izzy2lost/dolphin.git
synced 2026-06-19 01:16:48 -07:00
Moved some of the new shader uid stuff to a common header file.
This commit is contained in:
@@ -0,0 +1,94 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
|
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// the Free Software Foundation, version 2.0.
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||||
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||||
// This program is distributed in the hope that it will be useful,
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||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
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||||
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||||
// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _SHADERGENCOMMON_H
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#define _SHADERGENCOMMON_H
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#include <stdio.h>
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#include <stdarg.h>
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#include <string.h>
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#include "CommonTypes.h"
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template<class uid_data>
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class ShaderUid
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{
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public:
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ShaderUid()
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{
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memset(values, 0, sizeof(values));
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}
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void Write(const char* fmt, ...) {}
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const char* GetBuffer() { return NULL; }
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void SetBuffer(char* buffer) { }
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bool operator == (const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, sizeof(values)) == 0;
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}
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// TODO: Store last frame used and order by that? makes much more sense anyway...
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bool operator < (const ShaderUid& obj) const
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{
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for (int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i)
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{
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if (this->values[i] < obj.values[i])
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return true;
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else if (this->values[i] > obj.values[i])
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return false;
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}
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return false;
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}
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uid_data& GetUidData() { return data; }
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private:
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union
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{
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uid_data data;
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u32 values[sizeof(uid_data) / sizeof(u32)];
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};
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};
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// Needs to be a template for hacks...
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template<class uid_data>
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class ShaderCode
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{
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public:
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ShaderCode() : buf(NULL), write_ptr(NULL)
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{
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}
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void Write(const char* fmt, ...)
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{
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va_list arglist;
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va_start(arglist, fmt);
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write_ptr += vsprintf(write_ptr, fmt, arglist);
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va_end(arglist);
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}
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const char* GetBuffer() { return buf; }
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void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; }
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uid_data& GetUidData() { return *(uid_data*)NULL; }
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private:
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const char* buf;
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char* write_ptr;
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};
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#endif // _SHADERGENCOMMON_H
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@@ -267,7 +267,7 @@ void _GenerateLightingShader(T& object, int components, const char* materialsNam
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// TODO: Problem: this one uses copy constructors or sth for uids when returning...
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template<class T, GenOutput type>
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void GenerateShader(T& out, u32 components, API_TYPE api_type)
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void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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{
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#undef SetUidField
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#define SetUidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name = value; };
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@@ -635,12 +635,12 @@ void GenerateShader(T& out, u32 components, API_TYPE api_type)
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setlocale(LC_NUMERIC, ""); // restore locale
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}
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void GenerateShaderUid(ShaderUid& object, u32 components, API_TYPE api_type)
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void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
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{
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return GenerateShader<ShaderUid, GO_ShaderUid>(object, components, api_type);
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GenerateVertexShader<VertexShaderUid, GO_ShaderUid>(object, components, api_type);
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}
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void GenerateShaderCode(ShaderCode& object, u32 components, API_TYPE api_type)
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void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)
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{
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return GenerateShader<ShaderCode, GO_ShaderCode>(object, components, api_type);
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GenerateVertexShader<VertexShaderCode, GO_ShaderCode>(object, components, api_type);
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}
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File diff suppressed because it is too large
Load Diff
@@ -21,6 +21,7 @@
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#include <stdarg.h>
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#include "XFMemory.h"
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#include "VideoCommon.h"
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#include "ShaderGenCommon.h"
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#define SHADER_POSMTX_ATTRIB 1
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#define SHADER_NORM1_ATTRIB 6
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@@ -81,74 +82,11 @@ struct uid_data
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} lit_chans[4];
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};
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typedef ShaderUid<uid_data> VertexShaderUid;
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typedef ShaderCode<uid_data> VertexShaderCode;
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class ShaderUid
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{
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public:
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ShaderUid()
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{
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memset(values, 0, sizeof(values));
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}
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void Write(const char* fmt, ...) {}
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const char* GetBuffer() { return NULL; }
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void SetBuffer(char* buffer) { }
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bool operator == (const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, sizeof(values)) == 0;
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}
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// TODO: Store last frame used and order by that? makes much more sense anyway...
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bool operator < (const ShaderUid& obj) const
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{
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for (int i = 0; i < 24; ++i)
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{
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if (this->values[i] < obj.values[i])
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return true;
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else if (this->values[i] > obj.values[i])
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return false;
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}
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return false;
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}
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uid_data& GetUidData() { return data; }
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private:
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union
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{
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uid_data data;
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u32 values[24]; // TODO: Length?
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};
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};
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class ShaderCode
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{
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public:
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ShaderCode() : buf(NULL), write_ptr(NULL)
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{
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}
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void Write(const char* fmt, ...)
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{
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va_list arglist;
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va_start(arglist, fmt);
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write_ptr += vsprintf(write_ptr, fmt, arglist);
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va_end(arglist);
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}
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const char* GetBuffer() { return buf; }
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void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; }
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uid_data& GetUidData() { return *(uid_data*)NULL; }
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private:
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const char* buf;
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char* write_ptr;
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};
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void GenerateShaderUid(ShaderUid& object, u32 components, API_TYPE api_type);
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void GenerateShaderCode(ShaderCode& object, u32 components, API_TYPE api_type);
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void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
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void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type);
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#endif // GCOGL_VERTEXSHADER_H
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@@ -0,0 +1,92 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program 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 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
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// Official SVN repository and contact information can be found at
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||||
// http://code.google.com/p/dolphin-emu/
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#ifndef GCOGL_VERTEXSHADER_H
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#define GCOGL_VERTEXSHADER_H
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#include <stdarg.h>
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#include "XFMemory.h"
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#include "VideoCommon.h"
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#include "ShaderGenCommon.h"
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#define SHADER_POSMTX_ATTRIB 1
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#define SHADER_NORM1_ATTRIB 6
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#define SHADER_NORM2_ATTRIB 7
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// shader variables
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#define I_POSNORMALMATRIX "cpnmtx"
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#define I_PROJECTION "cproj"
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#define I_MATERIALS "cmtrl"
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#define I_LIGHTS "clights"
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#define I_TEXMATRICES "ctexmtx"
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#define I_TRANSFORMMATRICES "ctrmtx"
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#define I_NORMALMATRICES "cnmtx"
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#define I_POSTTRANSFORMMATRICES "cpostmtx"
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#define I_DEPTHPARAMS "cDepth" // farZ, zRange, scaled viewport width, scaled viewport height
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#define C_POSNORMALMATRIX 0
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#define C_PROJECTION (C_POSNORMALMATRIX + 6)
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#define C_MATERIALS (C_PROJECTION + 4)
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#define C_LIGHTS (C_MATERIALS + 4)
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#define C_TEXMATRICES (C_LIGHTS + 40)
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#define C_TRANSFORMMATRICES (C_TEXMATRICES + 24)
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#define C_NORMALMATRICES (C_TRANSFORMMATRICES + 64)
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#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32)
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#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
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#define C_VENVCONST_END (C_DEPTHPARAMS + 4)
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// TODO: Need packing?
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struct uid_data
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{
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u32 components;
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u32 numColorChans : 2;
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u32 numTexGens : 4;
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struct {
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u32 projection : 1; // XF_TEXPROJ_X
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u32 inputform : 2; // XF_TEXINPUT_X
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u32 texgentype : 3; // XF_TEXGEN_X
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u32 sourcerow : 5; // XF_SRCGEOM_X
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u32 embosssourceshift : 3; // what generated texcoord to use
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u32 embosslightshift : 3; // light index that is used
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} texMtxInfo[8];
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struct {
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u32 index : 6; // base row of dual transform matrix
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u32 normalize : 1; // normalize before send operation
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} postMtxInfo[8];
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struct {
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u32 enabled : 1;
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} dualTexTrans;
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struct {
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u32 matsource : 1;
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u32 enablelighting : 1;
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u32 ambsource : 1;
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u32 diffusefunc : 2;
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u32 attnfunc : 2;
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u32 light_mask : 8;
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} lit_chans[4];
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};
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typedef ShaderUid<uid_data, 24> VertexShaderUid;
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typedef ShaderCode<uid_data> VertexShaderCode;
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void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
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void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type);
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#endif // GCOGL_VERTEXSHADER_H
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@@ -42,7 +42,7 @@ GLuint VertexShaderCache::CurrentShader;
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bool VertexShaderCache::ShaderEnabled;
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VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
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ShaderUid VertexShaderCache::last_uid;
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VertexShaderUid VertexShaderCache::last_uid;
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static int s_nMaxVertexInstructions;
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@@ -75,8 +75,8 @@ void VertexShaderCache::Shutdown()
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VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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{
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// Possible optimization: Don't always generate the shader uid, but keep track of changes in BPStructs instead
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ShaderUid uid;
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GenerateShaderUid(uid, components, API_OPENGL);
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components, API_OPENGL);
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if (last_entry)
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{
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if (uid == last_uid)
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@@ -101,8 +101,8 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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// Make an entry in the table
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VSCacheEntry& entry = vshaders[uid];
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last_entry = &entry;
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ShaderCode code;
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GenerateShaderCode(code, components, API_OPENGL);
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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_OPENGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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@@ -0,0 +1,271 @@
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// Copyright (C) 2003 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program 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 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
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#include <math.h>
|
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|
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#include "Globals.h"
|
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#include "VideoConfig.h"
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#include "Statistics.h"
|
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|
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#include "GLUtil.h"
|
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|
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#include "Render.h"
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#include "VertexShaderGen.h"
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#include "VertexShaderManager.h"
|
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#include "VertexShaderCache.h"
|
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#include "VertexManager.h"
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#include "VertexLoader.h"
|
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#include "XFMemory.h"
|
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#include "ImageWrite.h"
|
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#include "FileUtil.h"
|
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#include "Debugger.h"
|
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|
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namespace OGL
|
||||
{
|
||||
|
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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GLuint VertexShaderCache::CurrentShader;
|
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bool VertexShaderCache::ShaderEnabled;
|
||||
|
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VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
|
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VertexShaderUid VertexShaderCache::last_uid;
|
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|
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static int s_nMaxVertexInstructions;
|
||||
|
||||
|
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void VertexShaderCache::Init()
|
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{
|
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glEnable(GL_VERTEX_PROGRAM_ARB);
|
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ShaderEnabled = true;
|
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CurrentShader = 0;
|
||||
last_entry = NULL;
|
||||
|
||||
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxVertexInstructions = 4096;
|
||||
#if CG_VERSION_NUM == 2100
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
|
||||
{
|
||||
s_nMaxVertexInstructions = 4096;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void VertexShaderCache::Shutdown()
|
||||
{
|
||||
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
|
||||
iter->second.Destroy();
|
||||
vshaders.clear();
|
||||
}
|
||||
|
||||
|
||||
VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
|
||||
{
|
||||
// Possible optimization: Don't always generate the shader uid, but keep track of changes in BPStructs instead
|
||||
VertexShaderUid uid;
|
||||
GetVertexShaderUid(uid, components, API_OPENGL);
|
||||
if (last_entry)
|
||||
{
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
}
|
||||
|
||||
last_uid = uid;
|
||||
|
||||
VSCache::iterator iter = vshaders.find(uid);
|
||||
if (iter != vshaders.end())
|
||||
{
|
||||
VSCacheEntry &entry = iter->second;
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
// Make an entry in the table
|
||||
VSCacheEntry& entry = vshaders[uid];
|
||||
last_entry = &entry;
|
||||
ShaderCode code;
|
||||
GenerateShaderCode(code, components, API_OPENGL);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
|
||||
static int counter = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
||||
|
||||
SaveData(szTemp, code.GetBuffer());
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!code.GetBuffer() || !VertexShaderCache::CompileVertexShader(entry.shader, code.GetBuffer())) {
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
INCSTAT(stats.numVertexShadersCreated);
|
||||
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
||||
{
|
||||
// Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these.
|
||||
GLenum err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "glError %08x before VS!", err);
|
||||
}
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
char stropt[64];
|
||||
sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
|
||||
const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
|
||||
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
|
||||
if (!cgIsProgram(tempprog)) {
|
||||
static int num_failures = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
|
||||
std::ofstream file(szTemp);
|
||||
file << pstrprogram;
|
||||
file.close();
|
||||
|
||||
PanicAlert("Failed to compile vertex shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%d):\n%s",
|
||||
szTemp,
|
||||
g_cgfProf,
|
||||
cgGetLastListing(g_cgcontext));
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
|
||||
ERROR_LOG(VIDEO, "%s", pstrprogram);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (cgGetError() != CG_NO_ERROR)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
|
||||
WARN_LOG(VIDEO, "%s", pstrprogram);
|
||||
}
|
||||
|
||||
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
|
||||
// It SHOULD not have any nasty side effects though - but you never know...
|
||||
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
|
||||
char *plocal = strstr(pcompiledprog, "program.local");
|
||||
while (plocal != NULL) {
|
||||
const char* penv = " program.env";
|
||||
memcpy(plocal, penv, 13);
|
||||
plocal = strstr(plocal + 13, "program.local");
|
||||
}
|
||||
glGenProgramsARB(1, &vs.glprogid);
|
||||
SetCurrentShader(vs.glprogid);
|
||||
|
||||
glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
|
||||
err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR) {
|
||||
ERROR_LOG(VIDEO, "%s", pstrprogram);
|
||||
ERROR_LOG(VIDEO, "%s", pcompiledprog);
|
||||
}
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
#endif
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
vs.strprog = pstrprogram;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void VertexShaderCache::DisableShader()
|
||||
{
|
||||
if (ShaderEnabled)
|
||||
{
|
||||
glDisable(GL_VERTEX_PROGRAM_ARB);
|
||||
ShaderEnabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void VertexShaderCache::SetCurrentShader(GLuint Shader)
|
||||
{
|
||||
if (!ShaderEnabled)
|
||||
{
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
ShaderEnabled= true;
|
||||
}
|
||||
if (CurrentShader != Shader)
|
||||
{
|
||||
if(Shader != 0)
|
||||
CurrentShader = Shader;
|
||||
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
|
||||
}
|
||||
|
||||
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if(GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, f);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++,f+=4)
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if(GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
float buf[4 * C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
buf[4*i ] = *f++;
|
||||
buf[4*i+1] = *f++;
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
}
|
||||
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, buf);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
float buf[4];
|
||||
buf[0] = *f++;
|
||||
buf[1] = *f++;
|
||||
buf[2] = *f++;
|
||||
buf[3] = 0.f;
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, buf);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace OGL
|
||||
@@ -40,7 +40,7 @@ class VertexShaderCache
|
||||
struct VSCacheEntry
|
||||
{
|
||||
VERTEXSHADER shader;
|
||||
ShaderUid safe_uid;
|
||||
VertexShaderUid safe_uid;
|
||||
VSCacheEntry() {}
|
||||
void Destroy() {
|
||||
// printf("Destroying vs %i\n", shader.glprogid);
|
||||
@@ -49,12 +49,12 @@ class VertexShaderCache
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::map<ShaderUid, VSCacheEntry> VSCache;
|
||||
typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
|
||||
|
||||
static VSCache vshaders;
|
||||
|
||||
static VSCacheEntry* last_entry;
|
||||
static ShaderUid last_uid; // TODO: Use reference instead..
|
||||
static VertexShaderUid last_uid; // TODO: Use reference instead..
|
||||
|
||||
static GLuint CurrentShader;
|
||||
static bool ShaderEnabled;
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
// Copyright (C) 2003 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program 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 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#ifndef _VERTEXSHADERCACHE_H_
|
||||
#define _VERTEXSHADERCACHE_H_
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#include "BPMemory.h"
|
||||
#include "VertexShaderGen.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
struct VERTEXSHADER
|
||||
{
|
||||
VERTEXSHADER() : glprogid(0) {}
|
||||
GLuint glprogid; // opengl program id
|
||||
|
||||
std::string strprog;
|
||||
};
|
||||
|
||||
class VertexShaderCache
|
||||
{
|
||||
struct VSCacheEntry
|
||||
{
|
||||
VERTEXSHADER shader;
|
||||
VertexShaderUid safe_uid;
|
||||
VSCacheEntry() {}
|
||||
void Destroy() {
|
||||
// printf("Destroying vs %i\n", shader.glprogid);
|
||||
glDeleteProgramsARB(1, &shader.glprogid);
|
||||
shader.glprogid = 0;
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::map<ShaderUid, VSCacheEntry> VSCache;
|
||||
|
||||
static VSCache vshaders;
|
||||
|
||||
static VSCacheEntry* last_entry;
|
||||
static ShaderUid last_uid; // TODO: Use reference instead..
|
||||
|
||||
static GLuint CurrentShader;
|
||||
static bool ShaderEnabled;
|
||||
|
||||
public:
|
||||
static void Init();
|
||||
static void Shutdown();
|
||||
|
||||
static VERTEXSHADER* SetShader(u32 components);
|
||||
static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
|
||||
|
||||
static void SetCurrentShader(GLuint Shader);
|
||||
static void DisableShader();
|
||||
|
||||
};
|
||||
|
||||
} // namespace OGL
|
||||
|
||||
#endif // _VERTEXSHADERCACHE_H_
|
||||
Reference in New Issue
Block a user