2013-08-17 09:23:51 +00:00
|
|
|
// 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/.
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "base/basictypes.h"
|
|
|
|
#include "../../Globals.h"
|
|
|
|
#include <map>
|
|
|
|
#include "VertexShaderGenerator.h"
|
|
|
|
#include "FragmentShaderGenerator.h"
|
|
|
|
|
|
|
|
class PSShader;
|
|
|
|
class VSShader;
|
|
|
|
|
|
|
|
class LinkedShader
|
|
|
|
{
|
2013-08-23 12:29:33 +00:00
|
|
|
protected:
|
|
|
|
// Helper
|
|
|
|
D3DXHANDLE GetConstantByName(LPCSTR pName);
|
|
|
|
void SetMatrix4x3(D3DXHANDLE uniform, const float *m4x3);
|
|
|
|
void SetColorUniform3(D3DXHANDLE uniform, u32 color);
|
|
|
|
void SetColorUniform3ExtraFloat(D3DXHANDLE uniform, u32 color, float extra);
|
|
|
|
void SetColorUniform3Alpha(D3DXHANDLE uniform, u32 color, u8 alpha);
|
|
|
|
void SetColorUniform3Alpha255(D3DXHANDLE uniform, u32 color, u8 alpha);
|
|
|
|
void SetMatrix(D3DXHANDLE uniform, const float* pMatrix);
|
|
|
|
void SetFloatArray(D3DXHANDLE uniform, const float* pArray, int len);
|
|
|
|
void SetFloat(D3DXHANDLE uniform, float value);
|
2013-08-17 09:23:51 +00:00
|
|
|
public:
|
|
|
|
LinkedShader(VSShader *vs, PSShader *fs, bool useHWTransform);
|
|
|
|
~LinkedShader();
|
|
|
|
|
|
|
|
void use();
|
|
|
|
void stop();
|
|
|
|
void updateUniforms();
|
|
|
|
|
|
|
|
// Set to false if the VS failed, happens on Mali-400 a lot for complex shaders.
|
|
|
|
bool useHWTransform_;
|
|
|
|
|
|
|
|
VSShader *m_vs;
|
|
|
|
PSShader *m_fs;
|
|
|
|
|
|
|
|
u32 dirtyUniforms;
|
|
|
|
|
|
|
|
// Pre-fetched attrs and uniforms
|
2013-08-23 12:29:33 +00:00
|
|
|
D3DXHANDLE a_position;
|
|
|
|
D3DXHANDLE a_color0;
|
|
|
|
D3DXHANDLE a_color1;
|
|
|
|
D3DXHANDLE a_texcoord;
|
|
|
|
D3DXHANDLE a_normal;
|
|
|
|
D3DXHANDLE a_weight0123;
|
|
|
|
D3DXHANDLE a_weight4567;
|
|
|
|
|
|
|
|
D3DXHANDLE u_tex;
|
|
|
|
D3DXHANDLE u_proj;
|
|
|
|
D3DXHANDLE u_proj_through;
|
|
|
|
D3DXHANDLE u_texenv;
|
|
|
|
D3DXHANDLE u_view;
|
|
|
|
D3DXHANDLE u_texmtx;
|
|
|
|
D3DXHANDLE u_world;
|
2013-08-17 09:23:51 +00:00
|
|
|
#ifdef USE_BONE_ARRAY
|
2013-08-23 12:29:33 +00:00
|
|
|
D3DXHANDLE u_bone; // array, size is numBones
|
2013-08-17 09:23:51 +00:00
|
|
|
#else
|
2013-08-23 12:29:33 +00:00
|
|
|
D3DXHANDLE u_bone[8];
|
2013-08-17 09:23:51 +00:00
|
|
|
#endif
|
2013-08-23 12:29:33 +00:00
|
|
|
D3DXHANDLE numBones;
|
2013-08-17 09:23:51 +00:00
|
|
|
|
|
|
|
// Fragment processing inputs
|
2013-08-23 12:29:33 +00:00
|
|
|
D3DXHANDLE u_alphacolorref;
|
|
|
|
D3DXHANDLE u_colormask;
|
|
|
|
D3DXHANDLE u_fogcolor;
|
|
|
|
D3DXHANDLE u_fogcoef;
|
2013-08-17 09:23:51 +00:00
|
|
|
|
|
|
|
// Texturing
|
2013-08-23 12:29:33 +00:00
|
|
|
D3DXHANDLE u_uvscaleoffset;
|
2013-08-17 09:23:51 +00:00
|
|
|
|
|
|
|
// Lighting
|
2013-08-23 12:29:33 +00:00
|
|
|
D3DXHANDLE u_ambient;
|
|
|
|
D3DXHANDLE u_matambientalpha;
|
|
|
|
D3DXHANDLE u_matdiffuse;
|
|
|
|
D3DXHANDLE u_matspecular;
|
|
|
|
D3DXHANDLE u_matemissive;
|
|
|
|
D3DXHANDLE u_lightpos[4];
|
|
|
|
D3DXHANDLE u_lightdir[4];
|
|
|
|
D3DXHANDLE u_lightatt[4]; // attenuation
|
|
|
|
D3DXHANDLE u_lightangle[4]; // spotlight cone angle (cosine)
|
|
|
|
D3DXHANDLE u_lightspotCoef[4]; // spotlight dropoff
|
|
|
|
D3DXHANDLE u_lightdiffuse[4]; // each light consist of vec4[3]
|
|
|
|
D3DXHANDLE u_lightspecular[4]; // attenuation
|
|
|
|
D3DXHANDLE u_lightambient[4]; // attenuation
|
2013-08-17 09:23:51 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
// Will reach 32 bits soon :P
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
DIRTY_PROJMATRIX = (1 << 0),
|
|
|
|
DIRTY_PROJTHROUGHMATRIX = (1 << 1),
|
|
|
|
DIRTY_FOGCOLOR = (1 << 2),
|
|
|
|
DIRTY_FOGCOEF = (1 << 3),
|
|
|
|
DIRTY_TEXENV = (1 << 4),
|
|
|
|
DIRTY_ALPHACOLORREF = (1 << 5),
|
|
|
|
DIRTY_COLORREF = (1 << 6),
|
|
|
|
DIRTY_COLORMASK = (1 << 7),
|
|
|
|
DIRTY_LIGHT0 = (1 << 8),
|
|
|
|
DIRTY_LIGHT1 = (1 << 9),
|
|
|
|
DIRTY_LIGHT2 = (1 << 10),
|
|
|
|
DIRTY_LIGHT3 = (1 << 11),
|
|
|
|
|
|
|
|
DIRTY_MATDIFFUSE = (1 << 12),
|
|
|
|
DIRTY_MATSPECULAR = (1 << 13),
|
|
|
|
DIRTY_MATEMISSIVE = (1 << 14),
|
|
|
|
DIRTY_AMBIENT = (1 << 15),
|
|
|
|
DIRTY_MATAMBIENTALPHA = (1 << 16),
|
|
|
|
DIRTY_MATERIAL = (1 << 17), // let's set all 4 together (emissive ambient diffuse specular). We hide specular coef in specular.a
|
|
|
|
DIRTY_UVSCALEOFFSET = (1 << 18), // this will be dirtied ALL THE TIME... maybe we'll need to do "last value with this shader compares"
|
|
|
|
|
|
|
|
DIRTY_WORLDMATRIX = (1 << 21),
|
|
|
|
DIRTY_VIEWMATRIX = (1 << 22), // Maybe we'll fold this into projmatrix eventually
|
|
|
|
DIRTY_TEXMATRIX = (1 << 23),
|
|
|
|
DIRTY_BONEMATRIX0 = (1 << 24),
|
|
|
|
DIRTY_BONEMATRIX1 = (1 << 25),
|
|
|
|
DIRTY_BONEMATRIX2 = (1 << 26),
|
|
|
|
DIRTY_BONEMATRIX3 = (1 << 27),
|
|
|
|
DIRTY_BONEMATRIX4 = (1 << 28),
|
|
|
|
DIRTY_BONEMATRIX5 = (1 << 29),
|
|
|
|
DIRTY_BONEMATRIX6 = (1 << 30),
|
|
|
|
DIRTY_BONEMATRIX7 = (1 << 31),
|
|
|
|
|
|
|
|
DIRTY_ALL = 0xFFFFFFFF
|
|
|
|
};
|
|
|
|
|
|
|
|
// Real public interface
|
|
|
|
|
|
|
|
class PSShader {
|
|
|
|
public:
|
|
|
|
PSShader(const char *code, bool useHWTransform);
|
|
|
|
~PSShader();
|
|
|
|
|
|
|
|
const std::string &source() const { return source_; }
|
|
|
|
|
|
|
|
bool Failed() const { return failed_; }
|
|
|
|
bool UseHWTransform() const { return useHWTransform_; }
|
|
|
|
|
|
|
|
LPDIRECT3DPIXELSHADER9 shader;
|
|
|
|
LPD3DXCONSTANTTABLE constant;
|
|
|
|
protected:
|
|
|
|
std::string source_;
|
|
|
|
bool failed_;
|
|
|
|
bool useHWTransform_;
|
|
|
|
};
|
|
|
|
|
|
|
|
class VSShader {
|
|
|
|
public:
|
|
|
|
VSShader(const char *code, bool useHWTransform);
|
|
|
|
~VSShader();
|
|
|
|
|
|
|
|
const std::string &source() const { return source_; }
|
|
|
|
|
|
|
|
bool Failed() const { return failed_; }
|
|
|
|
bool UseHWTransform() const { return useHWTransform_; }
|
|
|
|
|
|
|
|
LPDIRECT3DVERTEXSHADER9 shader;
|
|
|
|
LPD3DXCONSTANTTABLE constant;
|
|
|
|
protected:
|
|
|
|
std::string source_;
|
|
|
|
bool failed_;
|
|
|
|
bool useHWTransform_;
|
|
|
|
};
|
|
|
|
|
|
|
|
class ShaderManager
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
ShaderManager();
|
|
|
|
~ShaderManager();
|
|
|
|
|
|
|
|
void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
|
|
|
|
LinkedShader *ApplyShader(int prim);
|
|
|
|
void DirtyShader();
|
2013-08-23 15:11:01 +00:00
|
|
|
void DirtyUniform(u32 what) {
|
|
|
|
globalDirty_ |= what;
|
|
|
|
}
|
2013-08-17 09:23:51 +00:00
|
|
|
void EndFrame(); // disables vertex arrays
|
|
|
|
|
2013-08-23 15:11:01 +00:00
|
|
|
int NumVertexShaders() const { return (int)vsCache_.size(); }
|
|
|
|
int NumFragmentShaders() const { return (int)fsCache_.size(); }
|
|
|
|
int NumPrograms() const { return (int)linkedShaderCache_.size(); }
|
2013-08-17 09:23:51 +00:00
|
|
|
|
|
|
|
private:
|
|
|
|
void Clear();
|
|
|
|
|
|
|
|
struct LinkedShaderCacheEntry {
|
|
|
|
LinkedShaderCacheEntry(VSShader *vs_, PSShader *fs_, LinkedShader *ls_)
|
|
|
|
: vs(vs_), fs(fs_), ls(ls_) { }
|
|
|
|
|
|
|
|
VSShader *vs;
|
|
|
|
PSShader *fs;
|
|
|
|
LinkedShader *ls;
|
2013-08-23 12:29:33 +00:00
|
|
|
|
2013-08-17 09:23:51 +00:00
|
|
|
};
|
|
|
|
typedef std::vector<LinkedShaderCacheEntry> LinkedShaderCache;
|
|
|
|
|
2013-08-23 15:11:01 +00:00
|
|
|
LinkedShaderCache linkedShaderCache_;
|
|
|
|
FragmentShaderID lastFSID_;
|
|
|
|
VertexShaderID lastVSID_;
|
2013-08-17 09:23:51 +00:00
|
|
|
|
2013-08-23 15:11:01 +00:00
|
|
|
LinkedShader *lastShader_;
|
|
|
|
u32 globalDirty_;
|
|
|
|
u32 shaderSwitchDirty_;
|
2013-08-17 09:23:51 +00:00
|
|
|
char *codeBuffer_;
|
|
|
|
|
|
|
|
typedef std::map<FragmentShaderID, PSShader *> FSCache;
|
2013-08-23 15:11:01 +00:00
|
|
|
FSCache fsCache_;
|
2013-08-17 09:23:51 +00:00
|
|
|
|
|
|
|
typedef std::map<VertexShaderID, VSShader *> VSCache;
|
2013-08-23 15:11:01 +00:00
|
|
|
VSCache vsCache_;
|
2013-08-23 12:29:33 +00:00
|
|
|
|
2013-08-17 09:23:51 +00:00
|
|
|
};
|