citra/src/video_core/renderer_opengl/gl_shader_manager.h

74 lines
2.3 KiB
C
Raw Normal View History

// Copyright 2018 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <glad/glad.h>
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
enum class UniformBindings : GLuint { Common };
struct LightSrc {
alignas(16) GLvec3 specular_0;
alignas(16) GLvec3 specular_1;
alignas(16) GLvec3 diffuse;
alignas(16) GLvec3 ambient;
alignas(16) GLvec3 position;
alignas(16) GLvec3 spot_direction; // negated
GLfloat dist_atten_bias;
GLfloat dist_atten_scale;
};
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
// Not following that rule will cause problems on some AMD drivers.
struct UniformData {
GLint framebuffer_scale;
GLint alphatest_ref;
GLfloat depth_scale;
GLfloat depth_offset;
GLint scissor_x1;
GLint scissor_y1;
GLint scissor_x2;
GLint scissor_y2;
alignas(16) GLvec3 fog_color;
alignas(8) GLvec2 proctex_noise_f;
alignas(8) GLvec2 proctex_noise_a;
alignas(8) GLvec2 proctex_noise_p;
alignas(16) GLvec3 lighting_global_ambient;
LightSrc light_src[8];
alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
alignas(16) GLvec4 tev_combiner_buffer_color;
alignas(16) GLvec4 clip_coef;
};
static_assert(
sizeof(UniformData) == 0x460,
"The size of the UniformData structure has changed, update the structure in the shader");
static_assert(sizeof(UniformData) < 16384,
"UniformData structure must be less than 16kb as per the OpenGL spec");
/// A class that manage different shader stages and configures them with given config data.
class ShaderProgramManager {
public:
explicit ShaderProgramManager(bool separable);
~ShaderProgramManager();
void UseTrivialVertexShader();
void UseTrivialGeometryShader();
void UseFragmentShader(const GLShader::PicaShaderConfig& config);
void ApplyTo(OpenGLState& state);
private:
class Impl;
std::unique_ptr<Impl> impl;
};