#pragma once #include "../Common/VertexProgramDecompiler.h" #include "Emu/RSX/RSXVertexProgram.h" #include "Utilities/Thread.h" #include "OpenGL.h" struct GLVertexDecompilerThread : public ThreadBase, public VertexProgramDecompiler { std::string &m_shader; protected: virtual std::string getFloatTypeName(size_t elementCount) override; virtual std::string getFunction(FUNCTION) override; virtual std::string compareFunction(COMPARE, const std::string&, const std::string&) override; virtual void insertHeader(std::stringstream &OS) override; virtual void insertInputs(std::stringstream &OS, const std::vector &inputs) override; virtual void insertConstants(std::stringstream &OS, const std::vector &constants) override; virtual void insertOutputs(std::stringstream &OS, const std::vector &outputs) override; virtual void insertMainStart(std::stringstream &OS) override; virtual void insertMainEnd(std::stringstream &OS) override; public: GLVertexDecompilerThread(std::vector& data, std::string& shader, ParamArray& parr) : ThreadBase("Vertex Shader Decompiler Thread"), VertexProgramDecompiler(data), m_shader(shader) { } virtual void Task() override; }; class GLVertexProgram { public: GLVertexProgram(); ~GLVertexProgram(); ParamArray parr; u32 id; std::string shader; void Decompile(RSXVertexProgram& prog); void DecompileAsync(RSXVertexProgram& prog); void Wait(); void Compile(); private: GLVertexDecompilerThread* m_decompiler_thread; void Delete(); };