// 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 _ProgramShaderCache_H_ #define _ProgramShaderCache_H_ #include "GLUtil.h" #include "VertexShaderCache.h" #include "PixelShaderCache.h" #include "PixelShaderGen.h" #include "VertexShaderGen.h" union PID { struct { GLuint vsid, psid; }; u64 id; }; class PROGRAMUID { public: PID uid; PROGRAMUID() { uid.id = 0; } PROGRAMUID(const PROGRAMUID& r) { uid.id = r.uid.id; } PROGRAMUID(GLuint _v, GLuint _p) { uid.vsid = _v; uid.psid = _p; } int GetNumValues() const { return uid.id; } }; void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p); namespace OGL { #define NUM_UNIFORMS 27 extern const char *UniformNames[NUM_UNIFORMS]; struct PROGRAMSHADER { PROGRAMSHADER() : glprogid(0), vsid(0), psid(0){} GLuint glprogid; // opengl program id GLuint vsid, psid; GLint attrLoc[3]; GLint UniformLocations[NUM_UNIFORMS]; }; class ProgramShaderCache { struct PCacheEntry { PROGRAMSHADER program; int frameCount; PCacheEntry() : frameCount(0) {} void Destroy() { glDeleteProgram(program.glprogid); program.glprogid = 0; } }; typedef std::map, PCacheEntry> PCache; static PCache pshaders; static GLuint CurrentFShader, CurrentVShader, CurrentProgram; static std::pair CurrentShaderProgram; // For UBOS static GLuint UBOBuffers[2]; // PS is 0, VS is 1 public: static PROGRAMSHADER GetShaderProgram(void); static GLint GetAttr(int num); static void SetBothShaders(GLuint PS, GLuint VS); static GLuint GetCurrentProgram(void); static void SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count = 1); static void Init(void); static void Shutdown(void); }; } // namespace OGL #endif