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108 lines
2.2 KiB
C++
108 lines
2.2 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "base/basictypes.h"
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#include "../../Globals.h"
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#include <map>
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#include "VertexShaderGenerator.h"
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#include "FragmentShaderGenerator.h"
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struct Shader;
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struct LinkedShader
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{
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LinkedShader(Shader *vs, Shader *fs);
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~LinkedShader();
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void use();
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uint32_t program;
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u32 dirtyUniforms;
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// Pre-fetched attrs and uniforms
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int a_position;
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int a_color0;
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int a_color1;
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int a_texcoord;
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// int a_blendWeight0123;
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// int a_blendWeight4567;
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int u_tex;
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int u_proj;
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int u_texenv;
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// Fragment processing inputs
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int u_alpharef;
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// unused
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int u_fogcolor;
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int u_fogparam;
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};
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enum
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{
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DIRTY_PROJMATRIX = (1 << 0),
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DIRTY_FOGCOLOR = (1 << 1),
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DIRTY_FOGPARAM = (1 << 2),
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DIRTY_TEXENV = (1 << 3),
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DIRTY_ALPHAREF = (1 << 4),
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DIRTY_ALL = (1 << 5) - 1
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};
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// Real public interface
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struct Shader
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{
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Shader(const char *code, uint32_t shaderType);
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// const char *source;
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uint32_t shader;
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};
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class ShaderManager
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{
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public:
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ShaderManager() : globalDirty(0xFFFFFFFF) {}
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void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
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LinkedShader *ApplyShader();
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void DirtyShader();
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void DirtyUniform(u32 what);
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private:
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void Clear();
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typedef std::map<std::pair<Shader *, Shader *>, LinkedShader *> LinkedShaderCache;
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LinkedShaderCache linkedShaderCache;
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FragmentShaderID lastFSID;
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VertexShaderID lastVSID;
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LinkedShader *lastShader;
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u32 globalDirty;
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typedef std::map<FragmentShaderID, Shader *> FSCache;
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FSCache fsCache;
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typedef std::map<VertexShaderID, Shader *> VSCache;
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VSCache vsCache;
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};
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