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Support vertex instancing in vertex shader using VertexID Relax OpenGL requirements by removing 4.5 features Use EXT version of TexBufferRange; Implement buffer copy using TexBuffer Apply travis workaround by danilaml Fix vertex upload in in case of inlined array
51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
#pragma once
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#include "../Common/VertexProgramDecompiler.h"
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#include "Emu/RSX/RSXVertexProgram.h"
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#include "Utilities/Thread.h"
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#include "OpenGL.h"
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struct GLVertexDecompilerThread : public VertexProgramDecompiler
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{
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std::string &m_shader;
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protected:
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virtual std::string getFloatTypeName(size_t elementCount) override;
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std::string getIntTypeName(size_t elementCount) override;
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virtual std::string getFunction(FUNCTION) override;
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virtual std::string compareFunction(COMPARE, const std::string&, const std::string&) override;
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virtual void insertHeader(std::stringstream &OS) override;
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virtual void insertInputs(std::stringstream &OS, const std::vector<ParamType> &inputs) override;
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virtual void insertConstants(std::stringstream &OS, const std::vector<ParamType> &constants) override;
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virtual void insertOutputs(std::stringstream &OS, const std::vector<ParamType> &outputs) override;
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virtual void insertMainStart(std::stringstream &OS) override;
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virtual void insertMainEnd(std::stringstream &OS) override;
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const RSXVertexProgram &rsx_vertex_program;
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public:
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GLVertexDecompilerThread(const RSXVertexProgram &prog, std::string& shader, ParamArray& parr)
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: VertexProgramDecompiler(prog)
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, m_shader(shader)
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, rsx_vertex_program(prog)
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{
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}
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void Task();
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};
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class GLVertexProgram
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{
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public:
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GLVertexProgram();
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~GLVertexProgram();
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ParamArray parr;
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u32 id = 0;
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std::string shader;
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void Decompile(const RSXVertexProgram& prog);
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void Compile();
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private:
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void Delete();
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};
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