rpcsx/rpcs3/Emu/RSX/GL/GLVertexProgram.h
Vincent Lejeune bab52c132d rsx/common/d3d12/gl: Clean ProgramStateCache
Use a_b_c format.
Use using =
Use tuple as output
Use RAII to delete program safely
Ensure const correctness.
2016-01-11 19:21:57 +01:00

48 lines
1.4 KiB
C++

#pragma once
#include "../Common/VertexProgramDecompiler.h"
#include "Emu/RSX/RSXVertexProgram.h"
#include "Utilities/Thread.h"
#include "OpenGL.h"
struct GLVertexDecompilerThread : public VertexProgramDecompiler
{
std::string &m_shader;
protected:
virtual std::string getFloatTypeName(size_t elementCount) override;
std::string getIntTypeName(size_t elementCount) override;
virtual std::string getFunction(FUNCTION) override;
virtual std::string compareFunction(COMPARE, const std::string&, const std::string&) override;
virtual void insertHeader(std::stringstream &OS) override;
virtual void insertInputs(std::stringstream &OS, const std::vector<ParamType> &inputs) override;
virtual void insertConstants(std::stringstream &OS, const std::vector<ParamType> &constants) override;
virtual void insertOutputs(std::stringstream &OS, const std::vector<ParamType> &outputs) override;
virtual void insertMainStart(std::stringstream &OS) override;
virtual void insertMainEnd(std::stringstream &OS) override;
public:
GLVertexDecompilerThread(const RSXVertexProgram &prog, std::string& shader, ParamArray& parr)
: VertexProgramDecompiler(prog)
, m_shader(shader)
{
}
void Task();
};
class GLVertexProgram
{
public:
GLVertexProgram();
~GLVertexProgram();
ParamArray parr;
u32 id = 0;
std::string shader;
void Decompile(const RSXVertexProgram& prog);
void Compile();
private:
void Delete();
};