#pragma once #include "GLVertexProgram.h" #include "GLFragmentProgram.h" #include "GLHelpers.h" #include "../Common/ProgramStateCache.h" struct GLTraits { using vertex_program_type = GLVertexProgram; using fragment_program_type = GLFragmentProgram; using pipeline_storage_type = std::unique_ptr; using pipeline_properties = void*; static void recompile_fragment_program(const RSXFragmentProgram &RSXFP, fragment_program_type& fragmentProgramData, size_t /*ID*/) { fragmentProgramData.Decompile(RSXFP); fragmentProgramData.Compile(); } static void recompile_vertex_program(const RSXVertexProgram &RSXVP, vertex_program_type& vertexProgramData, size_t /*ID*/) { vertexProgramData.Decompile(RSXVP); vertexProgramData.Compile(); } static void validate_pipeline_properties(const vertex_program_type&, const fragment_program_type&, pipeline_properties&) { } static pipeline_storage_type build_pipeline(const vertex_program_type &vertexProgramData, const fragment_program_type &fragmentProgramData, const pipeline_properties&) { pipeline_storage_type result = std::make_unique(); result->create() .attach(gl::glsl::shader_view(vertexProgramData.id)) .attach(gl::glsl::shader_view(fragmentProgramData.id)) .bind_fragment_data_location("ocol0", 0) .bind_fragment_data_location("ocol1", 1) .bind_fragment_data_location("ocol2", 2) .bind_fragment_data_location("ocol3", 3) .make(); // Progam locations are guaranteed to not change after linking // Texture locations are simply bound to the TIUs so this can be done once for (int i = 0; i < rsx::limits::fragment_textures_count; ++i) { int location; if (result->uniforms.has_location(rsx::constants::fragment_texture_names[i], &location)) { // Assign location to TIU result->uniforms[location] = GL_FRAGMENT_TEXTURES_START + i; // Check for stencil mirror const std::string mirror_name = std::string(rsx::constants::fragment_texture_names[i]) + "_stencil"; if (result->uniforms.has_location(mirror_name, &location)) { // Assign mirror to TIU result->uniforms[location] = GL_STENCIL_MIRRORS_START + i; } } } for (int i = 0; i < rsx::limits::vertex_textures_count; ++i) { int location; if (result->uniforms.has_location(rsx::constants::vertex_texture_names[i], &location)) result->uniforms[location] = GL_VERTEX_TEXTURES_START + i; } // Bind locations 0 and 1 to the stream buffers result->uniforms[0] = GL_STREAM_BUFFER_START + 0; result->uniforms[1] = GL_STREAM_BUFFER_START + 1; LOG_NOTICE(RSX, "*** prog id = %d", result->id()); LOG_NOTICE(RSX, "*** vp id = %d", vertexProgramData.id); LOG_NOTICE(RSX, "*** fp id = %d", fragmentProgramData.id); LOG_NOTICE(RSX, "*** vp shader = \n%s", vertexProgramData.shader.c_str()); LOG_NOTICE(RSX, "*** fp shader = \n%s", fragmentProgramData.shader.c_str()); return result; } }; class GLProgramBuffer : public program_state_cache { public: u64 get_hash(void*&) { return 0; } u64 get_hash(RSXVertexProgram &prog) { return program_hash_util::vertex_program_utils::get_vertex_program_ucode_hash(prog); } u64 get_hash(RSXFragmentProgram &prog) { return program_hash_util::fragment_program_utils::get_fragment_program_ucode_hash(prog); } template void add_pipeline_entry(RSXVertexProgram &vp, RSXFragmentProgram &fp, void* &props, Args&& ...args) { vp.skip_vertex_input_check = true; get_graphics_pipeline(vp, fp, props, false, std::forward(args)...); } void preload_programs(RSXVertexProgram &vp, RSXFragmentProgram &fp) { search_vertex_program(vp); search_fragment_program(fp); } bool check_cache_missed() const { return m_cache_miss_flag; } bool check_program_linked_flag() const { return m_program_compiled_flag; } };