ppsspp/GPU/GLES/ShaderManagerGLES.h

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// 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.
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// 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
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#include <vector>
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#include "base/basictypes.h"
#include "Common/Hashmaps.h"
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#include "thin3d/GLRenderManager.h"
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#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/GLES/VertexShaderGeneratorGLES.h"
#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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class Shader;
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// Pre-fetched attrs and uniforms
enum {
ATTR_POSITION = 0,
ATTR_TEXCOORD = 1,
ATTR_NORMAL = 2,
ATTR_W1 = 3,
ATTR_W2 = 4,
ATTR_COLOR0 = 5,
ATTR_COLOR1 = 6,
ATTR_COUNT,
};
class LinkedShader {
public:
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LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs, FShaderID FSID, Shader *fs, bool useHWTransform, bool preloading = false);
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~LinkedShader();
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void use(const ShaderID &VSID);
void UpdateUniforms(u32 vertType, const ShaderID &VSID);
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GLRenderManager *render_;
Shader *vs_;
// Set to false if the VS failed, happens on Mali-400 a lot for complex shaders.
bool useHWTransform_;
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GLRProgram *program;
uint64_t availableUniforms;
uint64_t dirtyUniforms = 0;
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// Present attributes in the shader.
int attrMask; // 1 << ATTR_ ... or-ed together.
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int u_stencilReplaceValue;
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int u_tex;
int u_proj;
int u_proj_through;
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int u_texenv;
int u_view;
int u_texmtx;
int u_world;
int u_depthRange; // x,y = viewport xscale/xcenter. z,w=clipping minz/maxz (?)
#ifdef USE_BONE_ARRAY
int u_bone; // array, size is numBones
#else
int u_bone[8];
#endif
int numBones;
// Shader blending.
int u_fbotex;
int u_blendFixA;
int u_blendFixB;
int u_fbotexSize;
// Shader depal
int u_pal; // the texture
int u_depal; // the params
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// Fragment processing inputs
int u_alphacolorref;
int u_alphacolormask;
int u_testtex;
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int u_fogcolor;
int u_fogcoef;
// Texturing
int u_uvscaleoffset;
int u_texclamp;
int u_texclampoff;
// Lighting
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int u_ambient;
int u_matambientalpha;
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int u_matdiffuse;
int u_matspecular;
int u_matemissive;
int u_lightpos[4];
int u_lightdir[4];
int u_lightatt[4]; // attenuation
int u_lightangle_spotCoef[4]; // spotlight cone angle (cosine) (x), spotlight dropoff (y)
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int u_lightdiffuse[4]; // each light consist of vec4[3]
int u_lightspecular[4]; // attenuation
int u_lightambient[4]; // attenuation
int u_tess_pos_tex;
int u_tess_tex_tex;
int u_tess_col_tex;
int u_spline_count_u;
int u_spline_count_v;
int u_spline_type_u;
int u_spline_type_v;
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};
// Real public interface
class Shader {
public:
Shader(GLRenderManager *render, const char *code, const std::string &desc, uint32_t glShaderType, bool useHWTransform, uint32_t attrMask, uint64_t uniformMask);
~Shader();
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GLRShader *shader;
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; } // only relevant for vtx shaders
std::string GetShaderString(DebugShaderStringType type, ShaderID id) const;
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uint32_t GetAttrMask() const { return attrMask_; }
uint64_t GetUniformMask() const { return uniformMask_; }
private:
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GLRenderManager *render_;
std::string source_;
bool failed_;
bool useHWTransform_;
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bool isFragment_;
uint32_t attrMask_; // only used in vertex shaders
uint64_t uniformMask_;
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};
class ShaderManagerGLES : public ShaderManagerCommon {
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public:
ShaderManagerGLES(Draw::DrawContext *draw);
~ShaderManagerGLES();
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void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
// This is the old ApplyShader split into two parts, because of annoying information dependencies.
// If you call ApplyVertexShader, you MUST call ApplyFragmentShader soon afterwards.
Shader *ApplyVertexShader(int prim, u32 vertType, VShaderID *VSID);
LinkedShader *ApplyFragmentShader(VShaderID VSID, Shader *vs, u32 vertType, int prim);
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
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void DirtyShader();
void DirtyLastShader() override;
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int GetNumVertexShaders() const { return (int)vsCache_.size(); }
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
int GetNumPrograms() const { return (int)linkedShaderCache_.size(); }
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
void Load(const std::string &filename);
bool ContinuePrecompile(float sliceTime = 1.0f / 60.0f);
void Save(const std::string &filename);
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private:
void Clear();
Shader *CompileFragmentShader(FShaderID id);
Shader *CompileVertexShader(VShaderID id);
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struct LinkedShaderCacheEntry {
LinkedShaderCacheEntry(Shader *vs_, Shader *fs_, LinkedShader *ls_)
: vs(vs_), fs(fs_), ls(ls_) { }
Shader *vs;
Shader *fs;
LinkedShader *ls;
};
typedef std::vector<LinkedShaderCacheEntry> LinkedShaderCache;
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GLRenderManager *render_;
LinkedShaderCache linkedShaderCache_;
bool lastVShaderSame_;
FShaderID lastFSID_;
VShaderID lastVSID_;
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LinkedShader *lastShader_;
u64 shaderSwitchDirtyUniforms_;
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char *codeBuffer_;
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typedef DenseHashMap<FShaderID, Shader *, nullptr> FSCache;
FSCache fsCache_;
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typedef DenseHashMap<VShaderID, Shader *, nullptr> VSCache;
VSCache vsCache_;
bool diskCacheDirty_;
struct {
std::vector<VShaderID> vert;
std::vector<FShaderID> frag;
std::vector<std::pair<VShaderID, FShaderID>> link;
size_t vertPos = 0;
size_t fragPos = 0;
size_t linkPos = 0;
double start;
void Clear() {
vert.clear();
frag.clear();
link.clear();
vertPos = 0;
fragPos = 0;
linkPos = 0;
}
bool Done() {
return vertPos >= vert.size() && fragPos >= frag.size() && linkPos >= link.size();
}
} diskCachePending_;
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};