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https://github.com/PCSX2/pcsx2.git
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92 lines
2.9 KiB
C++
92 lines
2.9 KiB
C++
// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
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// SPDX-License-Identifier: LGPL-3.0+
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "glad/gl.h"
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#include <string_view>
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#include <vector>
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class GLProgram
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{
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public:
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GLProgram();
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GLProgram(const GLProgram&) = delete;
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GLProgram(GLProgram&& prog);
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~GLProgram();
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static GLuint CompileShader(GLenum type, const std::string_view source);
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static void ResetLastProgram();
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bool IsValid() const { return m_program_id != 0; }
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bool Compile(const std::string_view vertex_shader, const std::string_view fragment_shader);
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bool CompileCompute(const std::string_view glsl);
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bool CreateFromBinary(const void* data, u32 data_length, u32 data_format);
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bool GetBinary(std::vector<u8>* out_data, u32* out_data_format);
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void SetBinaryRetrievableHint();
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void BindAttribute(GLuint index, const char* name);
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void BindDefaultAttributes();
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void BindFragData(GLuint index = 0, const char* name = "o_col0");
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void BindFragDataIndexed(GLuint color_number = 0, const char* name = "o_col0");
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bool Link();
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void Bind() const;
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void Destroy();
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int RegisterUniform(const char* name);
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void Uniform1ui(int index, u32 x) const;
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void Uniform2ui(int index, u32 x, u32 y) const;
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void Uniform3ui(int index, u32 x, u32 y, u32 z) const;
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void Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const;
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void Uniform1i(int index, s32 x) const;
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void Uniform2i(int index, s32 x, s32 y) const;
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void Uniform3i(int index, s32 x, s32 y, s32 z) const;
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void Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const;
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void Uniform1f(int index, float x) const;
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void Uniform2f(int index, float x, float y) const;
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void Uniform3f(int index, float x, float y, float z) const;
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void Uniform4f(int index, float x, float y, float z, float w) const;
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void Uniform2uiv(int index, const u32* v) const;
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void Uniform3uiv(int index, const u32* v) const;
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void Uniform4uiv(int index, const u32* v) const;
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void Uniform2iv(int index, const s32* v) const;
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void Uniform3iv(int index, const s32* v) const;
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void Uniform4iv(int index, const s32* v) const;
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void Uniform2fv(int index, const float* v) const;
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void Uniform3fv(int index, const float* v) const;
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void Uniform4fv(int index, const float* v) const;
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void UniformMatrix2fv(int index, const float* v);
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void UniformMatrix3fv(int index, const float* v);
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void UniformMatrix4fv(int index, const float* v);
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void BindUniformBlock(const char* name, u32 index);
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void SetName(const std::string_view& name);
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void SetFormattedName(const char* format, ...);
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GLProgram& operator=(const GLProgram&) = delete;
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GLProgram& operator=(GLProgram&& prog);
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__fi bool operator==(const GLProgram& rhs) const { return m_program_id == rhs.m_program_id; }
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__fi bool operator!=(const GLProgram& rhs) const { return m_program_id != rhs.m_program_id; }
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private:
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GLuint m_program_id = 0;
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GLuint m_vertex_shader_id = 0;
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GLuint m_fragment_shader_id = 0;
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std::vector<GLint> m_uniform_locations;
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};
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