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* gl/rsx: Implement platform-agnostic text overlays gl: Restore performance metrics using new text out helper gl/rsx: Refactor text generation class * vk: Enable text overlay gl/vk: Polish overlay counters implementation gl: Better resource shutdown for text writer * gl: Optimization, do not rebind TIUs every frame. Speedup * gl: Optimizations and improvements to vertex upload code * gl/vk: Texture format swizzles vk: Texture format fix vk: Fix YX format swizzles * rsx: Decode vertex texture index
90 lines
3 KiB
C++
90 lines
3 KiB
C++
#pragma once
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#include "GLVertexProgram.h"
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#include "GLFragmentProgram.h"
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#include "../Common/ProgramStateCache.h"
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struct GLTraits
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{
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using vertex_program_type = GLVertexProgram;
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using fragment_program_type = GLFragmentProgram;
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using pipeline_storage_type = gl::glsl::program;
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using pipeline_properties = void*;
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static
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void recompile_fragment_program(const RSXFragmentProgram &RSXFP, fragment_program_type& fragmentProgramData, size_t ID)
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{
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fragmentProgramData.Decompile(RSXFP);
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fragmentProgramData.Compile();
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}
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static
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void recompile_vertex_program(const RSXVertexProgram &RSXVP, vertex_program_type& vertexProgramData, size_t ID)
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{
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vertexProgramData.Decompile(RSXVP);
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vertexProgramData.Compile();
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}
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static
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pipeline_storage_type build_pipeline(const vertex_program_type &vertexProgramData, const fragment_program_type &fragmentProgramData, const pipeline_properties &pipelineProperties)
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{
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pipeline_storage_type result;
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__glcheck result.create()
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.attach(gl::glsl::shader_view(vertexProgramData.id))
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.attach(gl::glsl::shader_view(fragmentProgramData.id))
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.bind_fragment_data_location("ocol0", 0)
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.bind_fragment_data_location("ocol1", 1)
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.bind_fragment_data_location("ocol2", 2)
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.bind_fragment_data_location("ocol3", 3)
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.make();
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__glcheck result.use();
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//Progam locations are guaranteed to not change after linking
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//Texture locations are simply bound to the TIUs so this can be done once
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for (int i = 0; i < rsx::limits::fragment_textures_count; ++i)
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{
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int location;
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if (result.uniforms.has_location("tex" + std::to_string(i), &location))
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result.uniforms[location] = i;
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}
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for (int i = 0; i < rsx::limits::vertex_textures_count; ++i)
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{
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int location;
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if (result.uniforms.has_location("vtex" + std::to_string(i), &location))
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result.uniforms[location] = (i + rsx::limits::fragment_textures_count);
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}
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//We use texture buffers for vertex attributes. Bind these here as well
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//as they are guaranteed to be fixed (1 to 1 mapping)
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std::array<const char*, 16> s_reg_table =
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{
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"in_pos_buffer", "in_weight_buffer", "in_normal_buffer",
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"in_diff_color_buffer", "in_spec_color_buffer",
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"in_fog_buffer",
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"in_point_size_buffer", "in_7_buffer",
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"in_tc0_buffer", "in_tc1_buffer", "in_tc2_buffer", "in_tc3_buffer",
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"in_tc4_buffer", "in_tc5_buffer", "in_tc6_buffer", "in_tc7_buffer"
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};
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for (int i = 0; i < rsx::limits::vertex_count; ++i)
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{
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int location;
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if (result.uniforms.has_location(s_reg_table[i], &location))
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result.uniforms[location] = (i + rsx::limits::fragment_textures_count + rsx::limits::vertex_textures_count);
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}
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LOG_NOTICE(RSX, "*** prog id = %d", result.id());
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LOG_NOTICE(RSX, "*** vp id = %d", vertexProgramData.id);
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LOG_NOTICE(RSX, "*** fp id = %d", fragmentProgramData.id);
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LOG_NOTICE(RSX, "*** vp shader = \n%s", vertexProgramData.shader.c_str());
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LOG_NOTICE(RSX, "*** fp shader = \n%s", fragmentProgramData.shader.c_str());
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return result;
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}
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};
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class GLProgramBuffer : public program_state_cache<GLTraits>
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{
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};
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