mirror of
https://github.com/RPCSX/rpcsx.git
synced 2025-12-06 07:12:14 +01:00
- Implements a mirror view of D24S8 data that accesses the stencil components. Finishes the implementation of TEX2D_DEPTH_RGBA as the stencil component was previously missing from the reconstructed data - Add a few missing destructors Image classes are inherited a lot and I forgot to make the dtors virtual
130 lines
3.8 KiB
C++
130 lines
3.8 KiB
C++
#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<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
|
|
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<gl::glsl::program>();
|
|
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<GLTraits>
|
|
{
|
|
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 <typename... Args>
|
|
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>(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;
|
|
}
|
|
};
|