Files
pcsx2/plugins/GSdx/GSShaderOGL.h
T
gregory.hainaut e80b002929 gsdx ogl: Flush various pending work
* try to use more subroutine on VS&PS, unfortunately hit a driver crash!
* Call Attach/DetachContext through GSDevice so I can unmap currently mapped buffer
* Implement glsl part of GL_ARB_bindless texture, again hit another driver crash!
* various fix of GL_ARB_buffer_storage. Basic benchmark show only improvement on 'cold' case, I guess it will improve smoothness
* try to fix GL_clear_texture, no success so far. It seem the extension is limited to basic texture (aka no depth/stencil)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5752 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-24 20:54:27 +00:00

64 lines
1.9 KiB
C++

/*
* Copyright (C) 2011-2013 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
class GSShaderOGL {
GLuint m_pipeline;
hash_map<uint64, GLuint > m_single_prog;
const bool m_debug_shader;
GLuint m_vs_sub_count;
GLuint m_ps_sub_count;
GLuint m_vs_sub[1];
GLuint m_ps_sub[5];
void SetupSubroutineUniform();
void SetupUniform();
void SetupRessources();
void SetUniformBinding(GLuint prog, GLchar* name, GLuint binding);
void SetSamplerBinding(GLuint prog, GLchar* name, GLuint binding);
bool ValidateShader(GLuint p);
bool ValidateProgram(GLuint p);
bool ValidatePipeline(GLuint p);
std::string GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro);
GLuint LinkNewProgram();
public:
GSShaderOGL(bool debug);
~GSShaderOGL();
void GS(GLuint s);
void PS(GLuint s, GLuint sub_count = 0);
void PS_subroutine(GLuint *sub);
void PS_ressources(GLuint64 handle[2]);
void VS(GLuint s, GLuint sub_count = 0);
void VS_subroutine(GLuint *sub);
void UseProgram();
GLuint Compile(const std::string& glsl_file, const std::string& entry, GLenum type, const char* glsl_h_code, const std::string& macro_sel = "");
void Delete(GLuint s);
};