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* gl: Only bind attrib textures on thread startup * gl: Persistent mapped buffers * gl: Fix emulated primitives in an inlined array * gl: Do not re-update program information every draw call * gl/vk: s1 type is signed normalized not unsigned normalized * gl/rsx: Allow disabling of persistent buffers for debugging gl: Large heap size is more practical gl: Fix a bug with legacy opengl buffers * gl/rsx: Allow emulation of unsupported attribute formats * gl: Fix typos and remove dprints gl: cleanup debug prints * ui: Move the GL legacy buffer toggle to the left pane * vk/gl: Fix cmp type, its range is [-1,1] not [0,1] SNORM_INT
59 lines
1.7 KiB
C++
59 lines
1.7 KiB
C++
#pragma once
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#include "../Common/VertexProgramDecompiler.h"
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#include "Emu/RSX/RSXVertexProgram.h"
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#include "Utilities/Thread.h"
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#include "OpenGL.h"
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enum
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{
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GL_VP_FORCE_ATTRIB_SCALING = 1, //Scale vertex read result
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GL_VP_ATTRIB_S16_INT = (1 << 1), //Attrib is a signed 16-bit integer
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GL_VP_ATTRIB_S32_INT = (1 << 2), //Attrib is a signed 32-bit integer
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GL_VP_SINT_MASK = (GL_VP_ATTRIB_S16_INT|GL_VP_ATTRIB_S32_INT)
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};
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struct GLVertexDecompilerThread : public VertexProgramDecompiler
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{
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std::string &m_shader;
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protected:
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virtual std::string getFloatTypeName(size_t elementCount) override;
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std::string getIntTypeName(size_t elementCount) override;
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virtual std::string getFunction(FUNCTION) override;
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virtual std::string compareFunction(COMPARE, const std::string&, const std::string&) override;
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virtual void insertHeader(std::stringstream &OS) override;
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virtual void insertInputs(std::stringstream &OS, const std::vector<ParamType> &inputs) override;
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virtual void insertConstants(std::stringstream &OS, const std::vector<ParamType> &constants) override;
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virtual void insertOutputs(std::stringstream &OS, const std::vector<ParamType> &outputs) override;
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virtual void insertMainStart(std::stringstream &OS) override;
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virtual void insertMainEnd(std::stringstream &OS) override;
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const RSXVertexProgram &rsx_vertex_program;
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public:
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GLVertexDecompilerThread(const RSXVertexProgram &prog, std::string& shader, ParamArray& parr)
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: VertexProgramDecompiler(prog)
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, m_shader(shader)
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, rsx_vertex_program(prog)
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{
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}
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void Task();
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};
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class GLVertexProgram
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{
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public:
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GLVertexProgram();
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~GLVertexProgram();
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ParamArray parr;
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u32 id = 0;
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std::string shader;
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void Decompile(const RSXVertexProgram& prog);
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void Compile();
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private:
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void Delete();
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};
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