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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <string>
#include <type_traits>
#include "common/common_types.h"
#include "common/hash.h"
namespace GLShader {
constexpr size_t MAX_PROGRAM_CODE_LENGTH{0x1000};
using ProgramCode = std::array<u64, MAX_PROGRAM_CODE_LENGTH>;
struct ShaderSetup {
ShaderSetup(ProgramCode&& program_code) : program_code(std::move(program_code)) {}
ProgramCode program_code;
bool program_code_hash_dirty = true;
u64 GetProgramCodeHash() {
if (program_code_hash_dirty) {
program_code_hash = Common::ComputeHash64(&program_code, sizeof(program_code));
program_code_hash_dirty = false;
}
return program_code_hash;
}
private:
u64 program_code_hash{};
};
struct MaxwellShaderConfigCommon {
void Init(ShaderSetup& setup) {
program_hash = setup.GetProgramCodeHash();
}
u64 program_hash;
};
struct MaxwellVSConfig : Common::HashableStruct<MaxwellShaderConfigCommon> {
explicit MaxwellVSConfig(ShaderSetup& setup) {
state.Init(setup);
}
};
struct MaxwellFSConfig : Common::HashableStruct<MaxwellShaderConfigCommon> {
explicit MaxwellFSConfig(ShaderSetup& setup) {
state.Init(setup);
}
};
/**
* Generates the GLSL vertex shader program source code for the given VS program
* @returns String of the shader source code
*/
std::string GenerateVertexShader(const ShaderSetup& setup, const MaxwellVSConfig& config);
/**
* Generates the GLSL fragment shader program source code for the given FS program
* @returns String of the shader source code
*/
std::string GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSConfig& config);
} // namespace GLShader
namespace std {
template <>
struct hash<GLShader::MaxwellVSConfig> {
size_t operator()(const GLShader::MaxwellVSConfig& k) const {
return k.Hash();
}
};
template <>
struct hash<GLShader::MaxwellFSConfig> {
size_t operator()(const GLShader::MaxwellFSConfig& k) const {
return k.Hash();
}
};
} // namespace std
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