mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
0e3a84b4a8
It works after the move, on Windows and Android at least. Deletes the D3DX9 shader compiler loader, which was not used.
73 lines
2.1 KiB
C++
73 lines
2.1 KiB
C++
// Copyright (c) 2014- PPSSPP 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 or later versions.
|
|
|
|
// 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 git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
#include <map>
|
|
|
|
#include "Common/CommonTypes.h"
|
|
#include "Common/GPU/OpenGL/GLCommon.h"
|
|
#include "Common/GPU/thin3d.h"
|
|
#include "Common/GPU/OpenGL/GLRenderManager.h"
|
|
#include "GPU/ge_constants.h"
|
|
#include "GPU/Common/ShaderCommon.h"
|
|
#include "GPU/Common/DepalettizeShaderCommon.h"
|
|
|
|
class DepalShader {
|
|
public:
|
|
GLRProgram *program;
|
|
GLRShader *fragShader;
|
|
GLint u_tex;
|
|
GLint u_pal;
|
|
std::string code;
|
|
};
|
|
|
|
class DepalTexture {
|
|
public:
|
|
GLRTexture *texture;
|
|
int lastFrame;
|
|
};
|
|
|
|
// Caches both shaders and palette textures.
|
|
class DepalShaderCacheGLES : public DepalShaderCacheCommon {
|
|
public:
|
|
DepalShaderCacheGLES(Draw::DrawContext *draw);
|
|
~DepalShaderCacheGLES();
|
|
|
|
// This also uploads the palette and binds the correct texture.
|
|
DepalShader *GetDepalettizeShader(uint32_t clutMode, GEBufferFormat pixelFormat);
|
|
GLRTexture *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut);
|
|
void Init();
|
|
void Clear();
|
|
void Decimate();
|
|
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
|
|
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
|
|
|
|
void DeviceLost() {
|
|
Clear();
|
|
}
|
|
void DeviceRestore(Draw::DrawContext *draw);
|
|
|
|
private:
|
|
bool CreateVertexShader();
|
|
|
|
GLRenderManager *render_;
|
|
bool useGL3_;
|
|
GLRShader *vertexShader_ = nullptr;
|
|
std::map<u32, DepalShader *> cache_;
|
|
std::map<u32, DepalTexture *> texCache_;
|
|
};
|
|
|