#pragma once #include "GLVertexProgram.h" #include "GLFragmentProgram.h" #include "../Common/ProgramStateCache.h" struct GLTraits { using vertex_program_type = GLVertexProgram; using fragment_program_type = GLFragmentProgram; using pipeline_storage_type = gl::glsl::program; 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 pipeline_storage_type build_pipeline(const vertex_program_type &vertexProgramData, const fragment_program_type &fragmentProgramData, const pipeline_properties&) { pipeline_storage_type result; __glcheck 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(); __glcheck result.use(); //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("tex" + std::to_string(i), &location)) result.uniforms[location] = i; } for (int i = 0; i < rsx::limits::vertex_textures_count; ++i) { int location; if (result.uniforms.has_location("vtex" + std::to_string(i), &location)) result.uniforms[location] = (i + rsx::limits::fragment_textures_count); } const int stream_buffer_start = rsx::limits::fragment_textures_count + rsx::limits::vertex_textures_count; //Bind locations 0 and 1 to the stream buffers result.uniforms[0] = stream_buffer_start; result.uniforms[1] = 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_hash()(prog); } u64 get_hash(RSXFragmentProgram &prog) { return program_hash_util::fragment_program_hash()(prog); } template void add_pipeline_entry(RSXVertexProgram &vp, RSXFragmentProgram &fp, void* &props, Args&& ...args) { vp.skip_vertex_input_check = true; getGraphicPipelineState(vp, fp, props, std::forward(args)...); } bool check_cache_missed() const { return m_cache_miss_flag; } };