ppsspp/GPU/GLES/VertexShaderGenerator.cpp
Sacha 41f5abab31 PPSSPP ported to Blackberry10
Now builds on Playbook and Dev Alpha
Make emulator more compatible with other OS (case sensitivity, defines, includes)
Uses Android's code paths and backend
2012-11-05 23:09:49 +10:00

81 lines
2.2 KiB
C++

// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// TODO: We should transition from doing the transform in software, as seen in TransformPipeline.cpp,
// into doing the transform in the vertex shader - except for Rectangles, there we really need to do
// the transforms ourselves.
#include <stdio.h>
#include "../ge_constants.h"
#include "../GPUState.h"
#include "VertexShaderGenerator.h"
// SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs
// special treatment in the shader generator.
#ifdef __APPLE__
#define FORCE_OPENGL_2_0
#endif
#undef WRITE
static char buffer[16384];
#define WRITE(x, ...) p+=sprintf(p, x "\n" __VA_ARGS__)
void ComputeVertexShaderID(VertexShaderID *id)
{
// There's currently only one vertex shader
// as we do the transform in software.
memset(id->d, 0, sizeof(id->d));
id->d[0] = gstate.lmode & 1;
}
void WriteLight(char *p, int l) {
// TODO
}
char *GenerateVertexShader()
{
char *p = buffer;
#if defined(ANDROID) || defined(BLACKBERRY)
WRITE("precision highp float;");
#elif !defined(FORCE_OPENGL_2_0)
WRITE("#version 130");
#endif
WRITE("attribute vec4 a_position;");
WRITE("attribute vec2 a_texcoord;");
WRITE("attribute vec4 a_color0;");
WRITE("uniform mat4 u_proj;");
WRITE("varying vec4 v_color0;");
WRITE("varying vec4 v_color1;");
WRITE("varying vec2 v_texcoord;");
WRITE("void main() {");
WRITE("v_color0 = a_color0;");
WRITE("v_color1 = a_color0;");
WRITE("v_texcoord = a_texcoord;");
WRITE("gl_Position = u_proj * a_position;");
WRITE("}");
return buffer;
}