#pragma once #include "../Common/FragmentProgramDecompiler.h" #include "../Common/GLSLTypes.h" #include "Emu/RSX/RSXFragmentProgram.h" namespace glsl { struct shader_properties; } struct GLFragmentDecompilerThread : public FragmentProgramDecompiler { std::string& m_shader; ParamArray& m_parrDummy; glsl::shader_properties m_shader_props{}; public: GLFragmentDecompilerThread(std::string& shader, ParamArray& parr, const RSXFragmentProgram &prog, u32& size) : FragmentProgramDecompiler(prog, size) , m_shader(shader) , m_parrDummy(parr) { } void Task(); protected: std::string getFloatTypeName(size_t elementCount) override; std::string getHalfTypeName(size_t elementCount) override; std::string getFunction(FUNCTION) override; std::string compareFunction(COMPARE, const std::string&, const std::string&) override; void insertHeader(std::stringstream &OS) override; void insertInputs(std::stringstream &OS) override; void insertOutputs(std::stringstream &OS) override; void insertConstants(std::stringstream &OS) override; void insertGlobalFunctions(std::stringstream &OS) override; void insertMainStart(std::stringstream &OS) override; void insertMainEnd(std::stringstream &OS) override; }; /** Storage for an Fragment Program in the process of of recompilation. * This class calls OpenGL functions and should only be used from the RSX/Graphics thread. */ class GLFragmentProgram { public: GLFragmentProgram(); ~GLFragmentProgram(); ParamArray parr; u32 id = 0; std::string shader; std::vector FragmentConstantOffsetCache; /** * Decompile a fragment shader located in the PS3's Memory. This function operates synchronously. * @param prog RSXShaderProgram specifying the location and size of the shader in memory * @param td texture dimensions of input textures */ void Decompile(const RSXFragmentProgram& prog); /** Compile the decompiled fragment shader into a format we can use with OpenGL. */ void Compile(); private: /** Deletes the shader and any stored information */ void Delete(); };