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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-10 18:07:22 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-10 18:07:22 +0000
commitc04dcc2e7d834218ef2d4194331e383402495ae1 (patch)
tree7333e38d10d75386e60f336b80c2443c1166031d /xbmc/guilib/Shader.h
parentInitial commit. (diff)
downloadkodi-c04dcc2e7d834218ef2d4194331e383402495ae1.tar.xz
kodi-c04dcc2e7d834218ef2d4194331e383402495ae1.zip
Adding upstream version 2:20.4+dfsg.upstream/2%20.4+dfsg
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'xbmc/guilib/Shader.h')
-rw-r--r--xbmc/guilib/Shader.h174
1 files changed, 174 insertions, 0 deletions
diff --git a/xbmc/guilib/Shader.h b/xbmc/guilib/Shader.h
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+/*
+ * Copyright (C) 2005-2018 Team Kodi
+ * This file is part of Kodi - https://kodi.tv
+ *
+ * SPDX-License-Identifier: GPL-2.0-or-later
+ * See LICENSES/README.md for more information.
+ */
+
+#pragma once
+
+#include <string>
+#include <vector>
+
+#include "system_gl.h"
+
+namespace Shaders {
+
+ //////////////////////////////////////////////////////////////////////
+ // CShader - base class
+ //////////////////////////////////////////////////////////////////////
+ class CShader
+ {
+ public:
+ CShader() = default;
+ virtual ~CShader() = default;
+ virtual bool Compile() = 0;
+ virtual void Free() = 0;
+ virtual GLuint Handle() = 0;
+ virtual void SetSource(const std::string& src) { m_source = src; }
+ virtual bool LoadSource(const std::string& filename, const std::string& prefix = "");
+ virtual bool AppendSource(const std::string& filename);
+ virtual bool InsertSource(const std::string& filename, const std::string& loc);
+ bool OK() const { return m_compiled; }
+
+ std::string GetName() const { return m_filenames; }
+ std::string GetSourceWithLineNumbers() const;
+
+ protected:
+ std::string m_source;
+ std::string m_lastLog;
+ std::vector<std::string> m_attr;
+ bool m_compiled = false;
+
+ private:
+ std::string m_filenames;
+ };
+
+
+ //////////////////////////////////////////////////////////////////////
+ // CVertexShader - vertex shader class
+ //////////////////////////////////////////////////////////////////////
+ class CVertexShader : public CShader
+ {
+ public:
+ CVertexShader() = default;
+ ~CVertexShader() override { Free(); }
+ void Free() override {}
+ GLuint Handle() override { return m_vertexShader; }
+
+ protected:
+ GLuint m_vertexShader = 0;
+ };
+
+ class CGLSLVertexShader : public CVertexShader
+ {
+ public:
+ void Free() override;
+ bool Compile() override;
+ };
+
+
+ //////////////////////////////////////////////////////////////////////
+ // CPixelShader - abstract pixel shader class
+ //////////////////////////////////////////////////////////////////////
+ class CPixelShader : public CShader
+ {
+ public:
+ CPixelShader() = default;
+ ~CPixelShader() override { Free(); }
+ void Free() override {}
+ GLuint Handle() override { return m_pixelShader; }
+
+ protected:
+ GLuint m_pixelShader = 0;
+ };
+
+ class CGLSLPixelShader : public CPixelShader
+ {
+ public:
+ void Free() override;
+ bool Compile() override;
+ };
+
+ //////////////////////////////////////////////////////////////////////
+ // CShaderProgram - the complete shader consisting of both the vertex
+ // and pixel programs. (abstract)
+ //////////////////////////////////////////////////////////////////////
+ class CShaderProgram
+ {
+ public:
+ CShaderProgram() = default;
+
+ virtual ~CShaderProgram()
+ {
+ delete m_pFP;
+ delete m_pVP;
+ }
+
+ // enable the shader
+ virtual bool Enable() = 0;
+
+ // disable the shader
+ virtual void Disable() = 0;
+
+ // returns true if shader is compiled and linked
+ bool OK() const { return m_ok; }
+
+ // return the vertex shader object
+ CVertexShader* VertexShader() { return m_pVP; }
+
+ // return the pixel shader object
+ CPixelShader* PixelShader() { return m_pFP; }
+
+ // compile and link the shaders
+ virtual bool CompileAndLink() = 0;
+
+ // override to perform custom tasks on successful compilation
+ // and linkage. E.g. obtaining handles to shader attributes.
+ virtual void OnCompiledAndLinked() {}
+
+ // override to perform custom tasks before shader is enabled
+ // and after it is disabled. Return false in OnDisabled() to
+ // disable shader.
+ // E.g. setting attributes, disabling texture unites, etc
+ virtual bool OnEnabled() { return true; }
+ virtual void OnDisabled() { }
+
+ virtual GLuint ProgramHandle() { return m_shaderProgram; }
+
+ protected:
+ CVertexShader* m_pVP = nullptr;
+ CPixelShader* m_pFP = nullptr;
+ GLuint m_shaderProgram = 0;
+ bool m_ok = false;
+ };
+
+
+ class CGLSLShaderProgram : virtual public CShaderProgram
+ {
+ public:
+ CGLSLShaderProgram();
+ CGLSLShaderProgram(const std::string& vert
+ , const std::string& frag);
+ ~CGLSLShaderProgram() override;
+
+ // enable the shader
+ bool Enable() override;
+
+ // disable the shader
+ void Disable() override;
+
+ // compile and link the shaders
+ bool CompileAndLink() override;
+
+ protected:
+ void Free();
+
+ GLint m_lastProgram;
+ bool m_validated = false;
+ };
+
+
+} // close namespace
+