RSX : inline fragment naming as vertex shader

This commit is contained in:
raven02 2015-01-02 06:55:02 +08:00
parent ac75b62f4d
commit fffadb975b
9 changed files with 85 additions and 108 deletions

View file

@ -4,14 +4,14 @@
#include "GLProgramBuffer.h"
int GLProgramBuffer::SearchFp(const RSXShaderProgram& rsx_fp, GLShaderProgram& gl_fp)
int GLProgramBuffer::SearchFp(const RSXFragmentProgram& rsx_fp, GLFragmentProgram& gl_fp)
{
for(u32 i=0; i<m_buf.size(); ++i)
{
if(memcmp(&m_buf[i].fp_data[0], vm::get_ptr<void>(rsx_fp.addr), m_buf[i].fp_data.size()) != 0) continue;
gl_fp.SetId(m_buf[i].fp_id);
gl_fp.SetShaderText(m_buf[i].fp_shader);
gl_fp.id = m_buf[i].fp_id;
gl_fp.shader = m_buf[i].fp_shader.c_str();
return i;
}
@ -85,37 +85,37 @@ u32 GLProgramBuffer::GetProg(u32 fp, u32 vp) const
return 0;
}
void GLProgramBuffer::Add(GLProgram& prog, GLShaderProgram& gl_fp, RSXShaderProgram& rsx_fp, GLVertexProgram& gl_vp, RSXVertexProgram& rsx_vp)
void GLProgramBuffer::Add(GLProgram& prog, GLFragmentProgram& gl_fp, RSXFragmentProgram& rsx_fp, GLVertexProgram& gl_vp, RSXVertexProgram& rsx_vp)
{
GLBufferInfo new_buf;
LOG_NOTICE(RSX, "Add program (%d):", m_buf.size());
LOG_NOTICE(RSX, "*** prog id = %d", prog.id);
LOG_NOTICE(RSX, "*** vp id = %d", gl_vp.id);
LOG_NOTICE(RSX, "*** fp id = %d", gl_fp.GetId());
LOG_NOTICE(RSX, "*** fp id = %d", gl_fp.id);
LOG_NOTICE(RSX, "*** vp data size = %d", rsx_vp.data.size() * 4);
LOG_NOTICE(RSX, "*** fp data size = %d", rsx_fp.size);
LOG_NOTICE(RSX, "*** vp shader = \n%s", gl_vp.shader.c_str());
LOG_NOTICE(RSX, "*** fp shader = \n%s", gl_fp.GetShaderText().c_str());
LOG_NOTICE(RSX, "*** fp shader = \n%s", gl_fp.shader.c_str());
new_buf.prog_id = prog.id;
new_buf.vp_id = gl_vp.id;
new_buf.fp_id = gl_fp.GetId();
new_buf.fp_id = gl_fp.id;
new_buf.fp_data.insert(new_buf.fp_data.end(), vm::get_ptr<u8>(rsx_fp.addr), vm::get_ptr<u8>(rsx_fp.addr + rsx_fp.size));
new_buf.vp_data = rsx_vp.data;
new_buf.vp_shader = gl_vp.shader;
new_buf.fp_shader = gl_fp.GetShaderText();
new_buf.fp_shader = gl_fp.shader;
m_buf.push_back(new_buf);
}
void GLProgramBuffer::Clear()
{
for(u32 i=0; i<m_buf.size(); ++i)
for (u32 i = 0; i < m_buf.size(); ++i)
{
glDetachShader(m_buf[i].prog_id, m_buf[i].fp_id);
glDetachShader(m_buf[i].prog_id, m_buf[i].vp_id);