rpcs3/rpcs3/Emu/RSX/GL/GLProgramBuffer.h
2015-12-20 15:41:06 +03:00

67 lines
2.1 KiB
C++

#pragma once
#include "GLProgram.h"
#include "../Common/ProgramStateCache.h"
#include "Utilities/File.h"
struct GLTraits
{
typedef GLVertexProgram VertexProgramData;
typedef GLFragmentProgram FragmentProgramData;
typedef gl::glsl::program PipelineData;
typedef void* PipelineProperties;
typedef void* ExtraData;
static
void RecompileFragmentProgram(RSXFragmentProgram *RSXFP, FragmentProgramData& fragmentProgramData, size_t ID)
{
fragmentProgramData.Decompile(*RSXFP, RSXFP->texture_dimensions);
fragmentProgramData.Compile();
//checkForGlError("m_fragment_prog.Compile");
fs::file(fs::get_config_dir() + "FragmentProgram.txt", fom::rewrite) << fragmentProgramData.shader;
}
static
void RecompileVertexProgram(RSXVertexProgram *RSXVP, VertexProgramData& vertexProgramData, size_t ID)
{
vertexProgramData.Decompile(*RSXVP);
vertexProgramData.Compile();
//checkForGlError("m_vertex_prog.Compile");
fs::file(fs::get_config_dir() + "VertexProgram.txt", fom::rewrite) << vertexProgramData.shader;
}
static
PipelineData *BuildProgram(VertexProgramData &vertexProgramData, FragmentProgramData &fragmentProgramData, const PipelineProperties &pipelineProperties, const ExtraData& extraData)
{
PipelineData *result = new PipelineData();
__glcheck result->create()
.attach(gl::glsl::shader_view(vertexProgramData.id))
.attach(gl::glsl::shader_view(fragmentProgramData.id))
.bind_fragment_data_location("ocol0", 0)
.bind_fragment_data_location("ocol1", 1)
.bind_fragment_data_location("ocol2", 2)
.bind_fragment_data_location("ocol3", 3)
.make();
__glcheck result->use();
LOG_NOTICE(RSX, "*** prog id = %d", result->id());
LOG_NOTICE(RSX, "*** vp id = %d", vertexProgramData.id);
LOG_NOTICE(RSX, "*** fp id = %d", fragmentProgramData.id);
LOG_NOTICE(RSX, "*** vp shader = \n%s", vertexProgramData.shader.c_str());
LOG_NOTICE(RSX, "*** fp shader = \n%s", fragmentProgramData.shader.c_str());
return result;
}
static
void DeleteProgram(PipelineData *ptr)
{
ptr->remove();
}
};
class GLProgramBuffer : public ProgramStateCache<GLTraits>
{
};