ppsspp/GPU/Vulkan/ShaderManagerVulkan.h

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// Copyright (c) 2016- 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/.
#pragma once
#include <map>
#include "base/basictypes.h"
#include "Globals.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/VulkanUtil.h"
#include "math/lin/matrix4x4.h"
void ConvertProjMatrixToVulkan(Matrix4x4 & in);
// Pretty much full. Will need more bits for more fine grained dirty tracking for lights.
enum : uint64_t {
DIRTY_BASE_UNIFORMS =
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DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_STENCILREPLACEVALUE |
DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA,
DIRTY_LIGHT_UNIFORMS =
DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 |
DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
};
// TODO: Split into two structs, one for software transform and one for hardware transform, to save space.
// 512 bytes. Probably can't get to 256 (nVidia's UBO alignment).
struct UB_VS_FS_Base {
float proj[16];
float proj_through[16];
float view[16];
float world[16];
float tex[16]; // not that common, may want to break out
float uvScaleOffset[4];
float depthRange[4];
float fogCoef_stencil[4];
float matAmbient[4];
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// Fragment data
float fogColor[4];
float texEnvColor[4];
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int alphaColorRef[4];
int colorTestMask[4];
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float blendFixA[4];
float blendFixB[4];
float texClamp[4];
float texClampOffset[4];
};
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static const char *ub_baseStr =
R"( mat4 proj_mtx;
mat4 proj_through_mtx;
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mat4 view_mtx;
mat4 world_mtx;
mat4 tex_mtx;
vec4 uvscaleoffset;
vec4 depthRange;
vec3 fogcoef_stencilreplace;
vec4 matambientalpha;
vec3 fogcolor;
vec3 texenv;
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ivec4 alphacolorref;
ivec4 alphacolormask;
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vec3 blendFixA;
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vec3 blendFixB;
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vec4 texclamp;
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vec2 texclampoff;
)";
// 576 bytes. Can we get down to 512?
struct UB_VS_Lights {
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float ambientColor[4];
float materialDiffuse[4];
float materialSpecular[4];
float materialEmissive[4];
float lpos[4][4];
float ldir[4][4];
float latt[4][4];
float lightAngle[4][4]; // TODO: Merge with lightSpotCoef, use .xy
float lightSpotCoef[4][4];
float lightAmbient[4][4];
float lightDiffuse[4][4];
float lightSpecular[4][4];
};
static const char *ub_vs_lightsStr =
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R"( vec4 globalAmbient;
vec3 matdiffuse;
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vec4 matspecular;
vec3 matemissive;
vec3 pos[4];
vec3 dir[4];
vec3 att[4];
float angle[4];
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float spotCoef[4];
vec3 ambient[4];
vec3 diffuse[4];
vec3 specular[4];
)";
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// With some cleverness, we could get away with uploading just half this when only the four first
// bones are being used. This is 512b, 256b would be great.
// Could also move to 4x3 matrices - would let us fit 5 bones into 256b.
struct UB_VS_Bones {
float bones[8][16];
};
static const char *ub_vs_bonesStr =
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R"( mat4 m[8];
)";
class VulkanContext;
class VulkanPushBuffer;
class VulkanFragmentShader {
public:
VulkanFragmentShader(VulkanContext *vulkan, ShaderID id, const char *code, bool useHWTransform);
~VulkanFragmentShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
std::string GetShaderString(DebugShaderStringType type) const;
VkShaderModule GetModule() const { return module_; }
protected:
VkShaderModule module_;
VulkanContext *vulkan_;
std::string source_;
bool failed_;
bool useHWTransform_;
ShaderID id_;
};
class VulkanVertexShader {
public:
VulkanVertexShader(VulkanContext *vulkan, ShaderID id, const char *code, int vertType, bool useHWTransform, bool usesLighting);
~VulkanVertexShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
bool HasBones() const {
return id_.Bit(VS_BIT_ENABLE_BONES);
}
bool HasLights() const {
return usesLighting_;
}
std::string GetShaderString(DebugShaderStringType type) const;
VkShaderModule GetModule() const { return module_; }
protected:
VkShaderModule module_;
VulkanContext *vulkan_;
std::string source_;
bool failed_;
bool useHWTransform_;
bool usesLighting_;
ShaderID id_;
};
class VulkanPushBuffer;
class ShaderManagerVulkan {
public:
ShaderManagerVulkan(VulkanContext *vulkan);
~ShaderManagerVulkan();
void DeviceRestore(VulkanContext *vulkan);
void GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, bool useHWTransform);
void ClearShaders();
void DirtyShader();
void DirtyLastShader();
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
uint32_t UpdateUniforms();
void DirtyUniform(uint64_t what) {
globalDirty_ |= what;
}
// TODO: Avoid copying these buffers if same as last draw, can still point to it assuming we're still in the same pushbuffer.
// Applies dirty changes and copies the buffer.
bool IsBaseDirty() { return true; }
bool IsLightDirty() { return true; }
bool IsBoneDirty() { return true; }
uint32_t PushBaseBuffer(VulkanPushBuffer *dest, VkBuffer *buf);
uint32_t PushLightBuffer(VulkanPushBuffer *dest, VkBuffer *buf);
uint32_t PushBoneBuffer(VulkanPushBuffer *dest, VkBuffer *buf);
private:
void BaseUpdateUniforms(int dirtyUniforms);
void LightUpdateUniforms(int dirtyUniforms);
void BoneUpdateUniforms(int dirtyUniforms);
void Clear();
VulkanContext *vulkan_;
typedef std::map<ShaderID, VulkanFragmentShader *> FSCache;
FSCache fsCache_;
typedef std::map<ShaderID, VulkanVertexShader *> VSCache;
VSCache vsCache_;
char *codeBuffer_;
uint64_t globalDirty_;
uint64_t uboAlignment_;
// Uniform block scratchpad. These (the relevant ones) are copied to the current pushbuffer at draw time.
UB_VS_FS_Base ub_base;
UB_VS_Lights ub_lights;
UB_VS_Bones ub_bones;
VulkanFragmentShader *lastFShader_;
VulkanVertexShader *lastVShader_;
ShaderID lastFSID_;
ShaderID lastVSID_;
};