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ps3: if the implementation supports Cg but not GLSL (for instance on the PS3),

use the system's Cg compiler.
legacy
Sam Hocevar sam 13 years ago
parent
commit
eb32d04c84
1 changed files with 56 additions and 14 deletions
  1. +56
    -14
      src/shader/shader.cpp

+ 56
- 14
src/shader/shader.cpp View File

@@ -38,7 +38,11 @@ class ShaderData
friend class Shader;

private:
#if !defined __CELLOS_LV2__
GLuint prog_id, vert_id, frag_id;
#else
CGprogram vert_id, frag_id;
#endif
uint32_t vert_crc, frag_crc;

/* Shader patcher */
@@ -84,14 +88,20 @@ void Shader::Destroy(Shader *shader)
Shader::Shader(char const *vert, char const *frag)
: data(new ShaderData())
{
#if !defined __CELLOS_LV2__
char buf[4096], errbuf[4096];
char const *shader = buf;
GLint status;
GLsizei len;
#else
/* Initialise the runtime shader compiler. FIXME: this needs only
* to be done once. */
cgRTCgcInit();
#endif

#if !defined __CELLOS_LV2__
/* Compile vertex shader */
data->vert_crc = Hash::Crc32(vert);
#if !defined __CELLOS_LV2__
ShaderData::Patch(buf, vert, NULL);
data->vert_id = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(data->vert_id, 1, &shader, NULL);
@@ -104,9 +114,20 @@ Shader::Shader(char const *vert, char const *frag)
Log::Error("failed to compile vertex shader: %s", errbuf);
Log::Error("shader source:\n%s\n", buf);
}
#else
data->vert_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, vert,
cgGLGetLatestProfile(CG_GL_VERTEX),
NULL, NULL);
if (data->vert_id == NULL)
{
Log::Error("failed to compile vertex shader");
Log::Error("shader source:\n%s\n", vert);
}
#endif

/* Compile fragment shader */
data->frag_crc = Hash::Crc32(frag);
#if !defined __CELLOS_LV2__
ShaderData::Patch(buf, NULL, frag);
data->frag_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(data->frag_id, 1, &shader, NULL);
@@ -119,7 +140,18 @@ Shader::Shader(char const *vert, char const *frag)
Log::Error("failed to compile fragment shader: %s", errbuf);
Log::Error("shader source:\n%s\n", buf);
}
#else
data->frag_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, frag,
cgGLGetLatestProfile(CG_GL_FRAGMENT),
NULL, NULL);
if (data->frag_id == NULL)
{
Log::Error("failed to compile fragment shader");
Log::Error("shader source:\n%s\n", frag);
}
#endif

#if !defined __CELLOS_LV2__
/* Create program */
data->prog_id = glCreateProgram();
glAttachShader(data->prog_id, data->vert_id);
@@ -132,43 +164,53 @@ Shader::Shader(char const *vert, char const *frag)

int Shader::GetAttribLocation(char const *attr) const
{
#if defined __CELLOS_LV2__
return 0;
#else
#if !defined __CELLOS_LV2__
return glGetAttribLocation(data->prog_id, attr);
#else
/* FIXME: need to differentiate between vertex and fragment program */
return 0;
#endif
}

int Shader::GetUniformLocation(char const *uni) const
{
#if defined __CELLOS_LV2__
return 0;
#else
#if !defined __CELLOS_LV2__
return glGetUniformLocation(data->prog_id, uni);
#else
/* FIXME: need to differentiate between vertex and fragment program,
* and replace the ugly cast. */
CGparameter tmp = cgGetNamedParameter(data->vert_id, uni);
if (tmp == NULL)
tmp = cgGetNamedParameter(data->frag_id, uni);
return (int)(intptr_t)tmp;
#endif
}

void Shader::Bind() const
{
#if defined __CELLOS_LV2__
;
#else
#if !defined __CELLOS_LV2__
glUseProgram(data->prog_id);
#else
cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));
cgGLBindProgram(data->vert_id);
cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));
cgGLBindProgram(data->frag_id);
#endif
}

Shader::~Shader()
{
#if defined __CELLOS_LV2__
;
#else
#if !defined __CELLOS_LV2__
glDetachShader(data->prog_id, data->vert_id);
glDetachShader(data->prog_id, data->frag_id);
glDeleteShader(data->vert_id);
glDeleteShader(data->frag_id);
glDeleteProgram(data->prog_id);
delete data;
#else
cgDestroyProgram(data->vert_id);
cgDestroyProgram(data->frag_id);
#endif
delete data;
}

/* Try to detect shader compiler features */


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