rpcsx/rpcs3/Emu/RSX/GL/GLFragmentProgram.h
2015-05-19 17:26:06 +02:00

96 lines
2.6 KiB
C++

#pragma once
#include "GLShaderParam.h"
#include "Emu/RSX/RSXFragmentProgram.h"
#include "Utilities/Thread.h"
struct GLFragmentDecompilerThread : public ThreadBase
{
std::string main;
std::string& m_shader;
GLParamArray& m_parr;
u32 m_addr;
u32& m_size;
u32 m_const_index;
u32 m_offset;
u32 m_location;
u32 m_ctrl;
u32 m_loop_count;
int m_code_level;
std::vector<u32> m_end_offsets;
std::vector<u32> m_else_offsets;
GLFragmentDecompilerThread(std::string& shader, GLParamArray& parr, u32 addr, u32& size, u32 ctrl)
: ThreadBase("Fragment Shader Decompiler Thread")
, m_shader(shader)
, m_parr(parr)
, m_addr(addr)
, m_size(size)
, m_const_index(0)
, m_location(0)
, m_ctrl(ctrl)
{
m_size = 0;
}
std::string GetMask();
void SetDst(std::string code, bool append_mask = true);
void AddCode(const std::string& code);
std::string AddReg(u32 index, int fp16);
bool HasReg(u32 index, int fp16);
std::string AddCond();
std::string AddConst();
std::string AddTex();
std::string Format(const std::string& code);
void AddCodeCond(const std::string& dst, const std::string& src);
std::string GetCond();
template<typename T> std::string GetSRC(T src);
std::string BuildCode();
virtual void Task();
u32 GetData(const u32 d) const { return d << 16 | d >> 16; }
};
/** 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();
GLParamArray parr;
u32 id;
std::string shader;
std::vector<size_t> 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
*/
void Decompile(RSXFragmentProgram& prog);
/**
* Asynchronously decompile a fragment shader located in the PS3's Memory.
* When this function is called you must call Wait() before GetShaderText() will return valid data.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
*/
void DecompileAsync(RSXFragmentProgram& prog);
/** Wait for the decompiler task to complete decompilation. */
void Wait();
/** Compile the decompiled fragment shader into a format we can use with OpenGL. */
void Compile();
private:
/** Threaded fragment shader decompiler responsible for decompiling this program */
GLFragmentDecompilerThread* m_decompiler_thread;
/** Deletes the shader and any stored information */
void Delete();
};