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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 <vector>
#include "common/common_types.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
#include "video_core/shader/shader_ir.h"
namespace OpenGL {
class Device;
}
namespace OpenGL::GLShader {
using VideoCommon::Shader::ConstBufferLocker;
using VideoCommon::Shader::ProgramCode;
struct ShaderSetup {
explicit ShaderSetup(ProgramCode program_code) {
program.code = std::move(program_code);
}
struct {
ProgramCode code;
ProgramCode code_b; // Used for dual vertex shaders
u64 unique_identifier;
std::size_t size_a;
std::size_t size_b;
} program;
/// Used in scenarios where we have a dual vertex shaders
void SetProgramB(ProgramCode program_b) {
program.code_b = std::move(program_b);
has_program_b = true;
}
bool IsDualProgram() const {
return has_program_b;
}
private:
bool has_program_b{};
};
/// Generates the GLSL vertex shader program source code for the given VS program
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(ConstBufferLocker& locker, const Device& device,
const ShaderSetup& setup);
/// Generates the GLSL fragment shader program source code for the given FS program
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(ConstBufferLocker& locker, const Device& device,
const ShaderSetup& setup);
} // namespace OpenGL::GLShader
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