// Copyright (C) 2003 Dolphin 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. // 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 SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef _VERTEXSHADERCACHE_H_ #define _VERTEXSHADERCACHE_H_ #include #include #include "BPMemory.h" #include "VertexShaderGen.h" namespace OGL { struct VERTEXSHADER { VERTEXSHADER() : glprogid(0), bGLSL(0) {} void Destroy() { if (bGLSL) glDeleteShader(glprogid); else glDeleteProgramsARB(1, &glprogid); glprogid = 0; } GLuint glprogid; // opengl program id bool bGLSL; std::string strprog; }; class VertexShaderCache { struct VSCacheEntry { VERTEXSHADER shader; VERTEXSHADERUIDSAFE safe_uid; VSCacheEntry() {} void Destroy() { shader.Destroy(); } }; typedef std::map VSCache; static VSCache vshaders; static VSCacheEntry* last_entry; static VERTEXSHADERUID last_uid; static GLuint CurrentShader; static bool ShaderEnabled; public: static void Init(); static void Shutdown(); static VERTEXSHADER* SetShader(u32 components); static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram); static void SetCurrentShader(GLuint Shader); static void DisableShader(); }; // GLSL Specific void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4); void SetGLSLVSConstant4fv(unsigned int const_number, const float *f); void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f); void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, const float *f); bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram); // CG Specific void SetCGVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4); void SetCGVSConstant4fv(unsigned int const_number, const float *f); void SetMultiCGVSConstant4fv(unsigned int const_number, unsigned int count, const float *f); void SetMultiCGVSConstant3fv(unsigned int const_number, unsigned int count, const float *f); bool CompileCGVertexShader(VERTEXSHADER& vs, const char* pstrprogram); } // namespace OGL #endif // _VERTEXSHADERCACHE_H_