dolphin/Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h
Rodolfo Osvaldo Bogado c98f8a96d2 HUGE commit :)
in general cleanup and bugfix disable pierre  patch for the moment as it causes problem in some games and hopefully fix the remaining missing textures for nvidia users in opengl.
make the code in pixelshadergen looks nice and readable.
D3D: this is a ultra experimental commit please check for regressions or error.
make the efb Scale / super sampling level customizable to improve the output quality and let the user configure quality according to his hardware.
is everyone likes this change will translate it to opengl
please test


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5612 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-05 00:01:18 +00:00

73 lines
1.7 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// 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, version 2.0.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _VERTEXSHADERCACHE_H_
#define _VERTEXSHADERCACHE_H_
#include <map>
#include <string>
#include "BPMemory.h"
#include "VertexShaderGen.h"
struct VERTEXSHADER
{
VERTEXSHADER() : glprogid(0) {}
GLuint glprogid; // opengl program id
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string strprog;
#endif
};
class VertexShaderCache
{
struct VSCacheEntry
{
VERTEXSHADER shader;
int frameCount;
VSCacheEntry() : frameCount(0) {}
void Destroy() {
// printf("Destroying vs %i\n", shader.glprogid);
glDeleteProgramsARB(1, &shader.glprogid);
shader.glprogid = 0;
}
};
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
static VSCache vshaders;
static bool s_displayCompileAlert;
static GLuint CurrentShader;
static bool ShaderEnabled;
public:
static void Init();
static void Shutdown();
static VERTEXSHADER* GetShader(u32 components);
static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
static void SetCurrentShader(GLuint Shader);
static void DisableShader();
};
#endif // _VERTEXSHADERCACHE_H_