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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2019-09-23 21:40:58 +0200 |
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committer | FernandoS27 <fsahmkow27@gmail.com> | 2019-10-25 15:01:29 +0200 |
commit | acd64411342e70bd7e9f7156f62c3b1a609ac3c4 (patch) | |
tree | c05f05bb52fdee4fb0c693c98dec5915b69b302d /src/video_core/renderer_opengl/gl_shader_gen.h | |
parent | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_gen.h')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.h | 13 |
1 files changed, 9 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.h b/src/video_core/renderer_opengl/gl_shader_gen.h index 3833e88ab..05f157298 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.h +++ b/src/video_core/renderer_opengl/gl_shader_gen.h @@ -16,6 +16,7 @@ class Device; namespace OpenGL::GLShader { +using VideoCommon::Shader::ConstBufferLocker; using VideoCommon::Shader::ProgramCode; struct ShaderSetup { @@ -46,15 +47,19 @@ private: }; /// Generates the GLSL vertex shader program source code for the given VS program -ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup); +ProgramResult GenerateVertexShader(ConstBufferLocker& locker, const Device& device, + const ShaderSetup& setup); /// Generates the GLSL geometry shader program source code for the given GS program -ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup); +ProgramResult GenerateGeometryShader(ConstBufferLocker& locker, const Device& device, + const ShaderSetup& setup); /// Generates the GLSL fragment shader program source code for the given FS program -ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup); +ProgramResult GenerateFragmentShader(ConstBufferLocker& locker, const Device& device, + const ShaderSetup& setup); /// Generates the GLSL compute shader program source code for the given CS program -ProgramResult GenerateComputeShader(const Device& device, const ShaderSetup& setup); +ProgramResult GenerateComputeShader(ConstBufferLocker& locker, const Device& device, + const ShaderSetup& setup); } // namespace OpenGL::GLShader |