rpcs3/rpcs3/Emu/RSX/GL/GLFragmentProgram.h
2022-07-13 02:09:58 +03:00

73 lines
2 KiB
C++

#pragma once
#include "../Program/FragmentProgramDecompiler.h"
#include "../Program/GLSLTypes.h"
#include "GLHelpers.h"
#include "glutils/program.h"
namespace glsl
{
struct shader_properties;
}
namespace gl
{
class shader_interpreter;
}
struct GLFragmentDecompilerThread : public FragmentProgramDecompiler
{
friend class gl::shader_interpreter;
std::string& m_shader;
ParamArray& m_parrDummy;
glsl::shader_properties m_shader_props{};
public:
GLFragmentDecompilerThread(std::string& shader, ParamArray& parr, const RSXFragmentProgram &prog, u32& size)
: FragmentProgramDecompiler(prog, size)
, m_shader(shader)
, m_parrDummy(parr)
{
}
void Task();
protected:
std::string getFloatTypeName(usz elementCount) override;
std::string getHalfTypeName(usz elementCount) override;
std::string getFunction(FUNCTION) override;
std::string compareFunction(COMPARE, const std::string&, const std::string&) override;
void insertHeader(std::stringstream &OS) override;
void insertInputs(std::stringstream &OS) override;
void insertOutputs(std::stringstream &OS) override;
void insertConstants(std::stringstream &OS) override;
void insertGlobalFunctions(std::stringstream &OS) override;
void insertMainStart(std::stringstream &OS) override;
void insertMainEnd(std::stringstream &OS) override;
};
/** Storage for an Fragment Program in the process of of recompilation.
* This class calls OpenGL functions and should only be used from the RSX/Graphics thread.
*/
class GLFragmentProgram
{
public:
GLFragmentProgram();
~GLFragmentProgram();
ParamArray parr;
u32 id;
gl::glsl::shader shader;
std::vector<usz> FragmentConstantOffsetCache;
/**
* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
*/
void Decompile(const RSXFragmentProgram& prog);
private:
/** Deletes the shader and any stored information */
void Delete();
};