ppsspp/ext/native/gfx_es2/glsl_program.h

62 lines
1.8 KiB
C++

// Utility code for loading GLSL shaders.
// Has support for auto-reload, see glsl_refresh
#pragma once
#include <map>
#include <string>
#include <time.h>
#include "gfx/gl_common.h"
// Represent a compiled and linked vshader/fshader pair.
// A just-constructed object is valid but cannot be used as a shader program, meaning that
// yes, you can declare these as globals if you like.
struct GLSLProgram {
char name[16];
char vshader_filename[256];
char fshader_filename[256];
const char *vshader_source;
const char *fshader_source;
time_t vshader_mtime;
time_t fshader_mtime;
// Locations to some common uniforms. Hardcoded for speed.
GLint sampler0;
GLint sampler1;
GLint u_worldviewproj;
GLint u_world;
GLint u_viewproj;
GLint u_fog; // rgb = color, a = density
GLint u_sundir;
GLint u_camerapos;
GLint a_position;
GLint a_color;
GLint a_normal;
GLint a_texcoord0;
GLint a_texcoord1;
// Private to the implementation, do not touch
GLuint vsh_;
GLuint fsh_;
GLuint program_;
};
// C API, old skool. Not much point either...
// From files (VFS)
GLSLProgram *glsl_create(const char *vshader_file, const char *fshader_file, std::string *error_message = 0);
// Directly from source code
GLSLProgram *glsl_create_source(const char *vshader_src, const char *fshader_src, std::string *error_message = 0);
void glsl_destroy(GLSLProgram *program);
// If recompilation of the program fails, the program is untouched and error messages
// are logged and the function returns false.
bool glsl_recompile(GLSLProgram *program, std::string *error_message = 0);
void glsl_bind(const GLSLProgram *program);
const GLSLProgram *glsl_get_program();
void glsl_unbind();
int glsl_attrib_loc(const GLSLProgram *program, const char *name);
int glsl_uniform_loc(const GLSLProgram *program, const char *name);