Files
archived-pcsx2/pcsx2/GS/Renderers/OpenGL/GLProgram.h
2024-04-06 14:37:55 +10:00

92 lines
2.9 KiB
C++

// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
// SPDX-License-Identifier: LGPL-3.0+
#pragma once
#include "common/Pcsx2Defs.h"
#include "glad/gl.h"
#include <string_view>
#include <vector>
class GLProgram
{
public:
GLProgram();
GLProgram(const GLProgram&) = delete;
GLProgram(GLProgram&& prog);
~GLProgram();
static GLuint CompileShader(GLenum type, const std::string_view source);
static void ResetLastProgram();
bool IsValid() const { return m_program_id != 0; }
bool Compile(const std::string_view vertex_shader, const std::string_view fragment_shader);
bool CompileCompute(const std::string_view glsl);
bool CreateFromBinary(const void* data, u32 data_length, u32 data_format);
bool GetBinary(std::vector<u8>* out_data, u32* out_data_format);
void SetBinaryRetrievableHint();
void BindAttribute(GLuint index, const char* name);
void BindDefaultAttributes();
void BindFragData(GLuint index = 0, const char* name = "o_col0");
void BindFragDataIndexed(GLuint color_number = 0, const char* name = "o_col0");
bool Link();
void Bind() const;
void Destroy();
int RegisterUniform(const char* name);
void Uniform1ui(int index, u32 x) const;
void Uniform2ui(int index, u32 x, u32 y) const;
void Uniform3ui(int index, u32 x, u32 y, u32 z) const;
void Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const;
void Uniform1i(int index, s32 x) const;
void Uniform2i(int index, s32 x, s32 y) const;
void Uniform3i(int index, s32 x, s32 y, s32 z) const;
void Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const;
void Uniform1f(int index, float x) const;
void Uniform2f(int index, float x, float y) const;
void Uniform3f(int index, float x, float y, float z) const;
void Uniform4f(int index, float x, float y, float z, float w) const;
void Uniform2uiv(int index, const u32* v) const;
void Uniform3uiv(int index, const u32* v) const;
void Uniform4uiv(int index, const u32* v) const;
void Uniform2iv(int index, const s32* v) const;
void Uniform3iv(int index, const s32* v) const;
void Uniform4iv(int index, const s32* v) const;
void Uniform2fv(int index, const float* v) const;
void Uniform3fv(int index, const float* v) const;
void Uniform4fv(int index, const float* v) const;
void UniformMatrix2fv(int index, const float* v);
void UniformMatrix3fv(int index, const float* v);
void UniformMatrix4fv(int index, const float* v);
void BindUniformBlock(const char* name, u32 index);
void SetName(const std::string_view& name);
void SetFormattedName(const char* format, ...);
GLProgram& operator=(const GLProgram&) = delete;
GLProgram& operator=(GLProgram&& prog);
__fi bool operator==(const GLProgram& rhs) const { return m_program_id == rhs.m_program_id; }
__fi bool operator!=(const GLProgram& rhs) const { return m_program_id != rhs.m_program_id; }
private:
GLuint m_program_id = 0;
GLuint m_vertex_shader_id = 0;
GLuint m_fragment_shader_id = 0;
std::vector<GLint> m_uniform_locations;
};