2015-10-10 14:41:19 +00:00
|
|
|
#pragma once
|
|
|
|
// 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 <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 {
|
|
|
|
DIRTY_PROJMATRIX = (1 << 0),
|
2016-01-24 16:30:26 +00:00
|
|
|
DIRTY_PROJTHROUGHMATRIX = (1 << 1),
|
2015-10-10 14:41:19 +00:00
|
|
|
DIRTY_FOGCOLOR = (1 << 2),
|
|
|
|
DIRTY_FOGCOEF = (1 << 3),
|
|
|
|
DIRTY_TEXENV = (1 << 4),
|
|
|
|
DIRTY_ALPHACOLORREF = (1 << 5),
|
|
|
|
DIRTY_STENCILREPLACEVALUE = (1 << 6),
|
|
|
|
|
|
|
|
DIRTY_ALPHACOLORMASK = (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_SHADERBLEND = (1 << 17), // Used only for in-shader blending.
|
|
|
|
DIRTY_UVSCALEOFFSET = (1 << 18), // this will be dirtied ALL THE TIME... maybe we'll need to do "last value with this shader compares"
|
|
|
|
DIRTY_TEXCLAMP = (1 << 19),
|
|
|
|
|
|
|
|
DIRTY_DEPTHRANGE = (1 << 20),
|
|
|
|
|
|
|
|
DIRTY_WORLDMATRIX = (1 << 21),
|
2016-01-09 20:54:57 +00:00
|
|
|
DIRTY_VIEWMATRIX = (1 << 22),
|
2015-10-10 14:41:19 +00:00
|
|
|
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),
|
|
|
|
|
2016-01-09 00:23:32 +00:00
|
|
|
DIRTY_BASE_UNIFORMS =
|
|
|
|
DIRTY_WORLDMATRIX | 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,
|
|
|
|
DIRTY_BONE_UNIFORMS = 0xFF000000,
|
|
|
|
|
2015-10-10 14:41:19 +00:00
|
|
|
DIRTY_ALL = 0xFFFFFFFF
|
|
|
|
};
|
|
|
|
|
2016-01-24 16:30:26 +00:00
|
|
|
// TODO: Split into two structs, one for software transform and one for hardware transform, to save space.
|
2016-01-09 10:07:14 +00:00
|
|
|
struct UB_VS_FS_Base {
|
2015-10-10 14:41:19 +00:00
|
|
|
float proj[16];
|
2016-01-24 16:30:26 +00:00
|
|
|
float proj_through[16];
|
2015-10-10 14:41:19 +00:00
|
|
|
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[4];
|
|
|
|
float matAmbient[4];
|
2016-01-05 23:38:45 +00:00
|
|
|
// Fragment data
|
|
|
|
float fogColor[4];
|
|
|
|
float texEnvColor[4];
|
2016-03-17 05:51:18 +00:00
|
|
|
int alphaColorRef[4];
|
2016-01-10 11:27:45 +00:00
|
|
|
int colorTestMask[4];
|
2016-01-05 23:38:45 +00:00
|
|
|
float stencilReplace[4]; // only first float used
|
|
|
|
float blendFixA[4];
|
|
|
|
float blendFixB[4];
|
|
|
|
float texClamp[4];
|
|
|
|
float texClampOffset[4];
|
2015-10-10 14:41:19 +00:00
|
|
|
};
|
|
|
|
|
2016-01-03 17:31:03 +00:00
|
|
|
static const char *ub_baseStr =
|
2016-01-24 16:30:26 +00:00
|
|
|
R"( mat4 proj_mtx;
|
|
|
|
mat4 proj_through_mtx;
|
2016-01-05 23:38:45 +00:00
|
|
|
mat4 view_mtx;
|
|
|
|
mat4 world_mtx;
|
|
|
|
mat4 tex_mtx;
|
2016-01-09 10:07:14 +00:00
|
|
|
vec4 uvscaleoffset;
|
2015-10-10 14:41:19 +00:00
|
|
|
vec4 depthRange;
|
2016-01-09 22:27:53 +00:00
|
|
|
vec2 fogcoef;
|
2016-01-09 00:23:32 +00:00
|
|
|
vec4 matambientalpha;
|
2016-01-10 11:27:45 +00:00
|
|
|
vec3 fogcolor;
|
|
|
|
vec3 texenv;
|
2016-03-17 05:51:18 +00:00
|
|
|
ivec4 alphacolorref;
|
2016-01-10 11:27:45 +00:00
|
|
|
ivec4 alphacolormask;
|
|
|
|
float stencilReplaceValue;
|
2016-01-05 23:38:45 +00:00
|
|
|
vec3 blendFixA;
|
2016-01-05 22:37:18 +00:00
|
|
|
vec3 blendFixB;
|
2016-01-05 23:38:45 +00:00
|
|
|
vec4 texclamp;
|
2016-01-05 22:37:18 +00:00
|
|
|
vec2 texclampoff;
|
2015-10-10 14:41:19 +00:00
|
|
|
)";
|
|
|
|
|
|
|
|
struct UB_VS_Lights {
|
2016-01-02 01:08:05 +00:00
|
|
|
float ambientColor[4];
|
|
|
|
float materialDiffuse[4];
|
|
|
|
float materialSpecular[4];
|
|
|
|
float materialEmissive[4];
|
2015-10-10 14:41:19 +00:00
|
|
|
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 =
|
2016-01-10 10:41:46 +00:00
|
|
|
R"( vec4 globalAmbient;
|
2016-01-09 00:23:32 +00:00
|
|
|
vec3 matdiffuse;
|
2016-01-10 10:41:46 +00:00
|
|
|
vec4 matspecular;
|
|
|
|
vec3 matemissive;
|
|
|
|
vec3 pos[4];
|
|
|
|
vec3 dir[4];
|
|
|
|
vec3 att[4];
|
2016-01-09 00:23:32 +00:00
|
|
|
float angle[4];
|
2016-01-10 10:41:46 +00:00
|
|
|
float spotCoef[4];
|
2016-01-09 00:23:32 +00:00
|
|
|
vec3 ambient[4];
|
|
|
|
vec3 diffuse[4];
|
|
|
|
vec3 specular[4];
|
2015-10-10 14:41:19 +00:00
|
|
|
)";
|
|
|
|
|
|
|
|
struct UB_VS_Bones {
|
|
|
|
float bones[8][16];
|
|
|
|
};
|
|
|
|
|
|
|
|
static const char *ub_vs_bonesStr =
|
2016-01-10 10:41:46 +00:00
|
|
|
R"( mat4 m[8];
|
2015-10-10 14:41:19 +00:00
|
|
|
)";
|
|
|
|
|
2016-01-09 20:19:18 +00:00
|
|
|
class VulkanContext;
|
|
|
|
class VulkanPushBuffer;
|
2015-10-10 14:41:19 +00:00
|
|
|
|
|
|
|
class VulkanFragmentShader {
|
|
|
|
public:
|
2016-01-05 20:18:43 +00:00
|
|
|
VulkanFragmentShader(VulkanContext *vulkan, ShaderID id, const char *code, bool useHWTransform);
|
2015-10-10 14:41:19 +00:00
|
|
|
~VulkanFragmentShader();
|
|
|
|
|
|
|
|
const std::string &source() const { return source_; }
|
|
|
|
|
|
|
|
bool Failed() const { return failed_; }
|
|
|
|
bool UseHWTransform() const { return useHWTransform_; }
|
|
|
|
|
|
|
|
std::string GetShaderString(DebugShaderStringType type) const;
|
2016-01-09 00:23:32 +00:00
|
|
|
VkShaderModule GetModule() const { return module_; }
|
2015-10-10 14:41:19 +00:00
|
|
|
|
|
|
|
protected:
|
|
|
|
VkShaderModule module_;
|
|
|
|
|
2016-01-05 20:18:43 +00:00
|
|
|
VulkanContext *vulkan_;
|
2015-10-10 14:41:19 +00:00
|
|
|
std::string source_;
|
|
|
|
bool failed_;
|
|
|
|
bool useHWTransform_;
|
|
|
|
ShaderID id_;
|
|
|
|
};
|
|
|
|
|
|
|
|
class VulkanVertexShader {
|
|
|
|
public:
|
2016-01-05 20:18:43 +00:00
|
|
|
VulkanVertexShader(VulkanContext *vulkan, ShaderID id, const char *code, int vertType, bool useHWTransform);
|
2015-10-10 14:41:19 +00:00
|
|
|
~VulkanVertexShader();
|
|
|
|
|
|
|
|
const std::string &source() const { return source_; }
|
|
|
|
|
|
|
|
bool Failed() const { return failed_; }
|
|
|
|
bool UseHWTransform() const { return useHWTransform_; }
|
|
|
|
|
|
|
|
std::string GetShaderString(DebugShaderStringType type) const;
|
2016-01-09 00:23:32 +00:00
|
|
|
VkShaderModule GetModule() const { return module_; }
|
2015-10-10 14:41:19 +00:00
|
|
|
|
|
|
|
protected:
|
|
|
|
VkShaderModule module_;
|
|
|
|
|
2016-01-05 20:18:43 +00:00
|
|
|
VulkanContext *vulkan_;
|
2015-10-10 14:41:19 +00:00
|
|
|
std::string source_;
|
|
|
|
bool failed_;
|
|
|
|
bool useHWTransform_;
|
|
|
|
ShaderID id_;
|
|
|
|
};
|
|
|
|
|
2016-01-09 20:19:18 +00:00
|
|
|
class VulkanPushBuffer;
|
|
|
|
|
2015-10-10 14:41:19 +00:00
|
|
|
class ShaderManagerVulkan {
|
|
|
|
public:
|
2016-01-05 20:18:43 +00:00
|
|
|
ShaderManagerVulkan(VulkanContext *vulkan);
|
2015-10-10 14:41:19 +00:00
|
|
|
~ShaderManagerVulkan();
|
|
|
|
|
2016-01-09 10:07:14 +00:00
|
|
|
void GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, bool useHWTransform);
|
2016-01-10 13:24:10 +00:00
|
|
|
void ClearShaders();
|
2015-10-10 14:41:19 +00:00
|
|
|
void DirtyShader();
|
|
|
|
void DirtyLastShader();
|
|
|
|
|
2016-01-05 20:18:43 +00:00
|
|
|
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
|
|
|
|
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
|
2015-10-10 14:41:19 +00:00
|
|
|
|
|
|
|
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
|
|
|
|
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
|
|
|
|
|
2016-01-09 11:17:02 +00:00
|
|
|
void UpdateUniforms();
|
|
|
|
|
|
|
|
void DirtyUniform(u32 what) {
|
|
|
|
globalDirty_ |= what;
|
|
|
|
}
|
|
|
|
|
2016-01-09 00:23:32 +00:00
|
|
|
// 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);
|
|
|
|
uint32_t PushLightBuffer(VulkanPushBuffer *dest);
|
|
|
|
uint32_t PushBoneBuffer(VulkanPushBuffer *dest);
|
|
|
|
|
2015-10-10 14:41:19 +00:00
|
|
|
private:
|
2016-01-09 00:23:32 +00:00
|
|
|
void BaseUpdateUniforms(int dirtyUniforms);
|
|
|
|
void LightUpdateUniforms(int dirtyUniforms);
|
|
|
|
void BoneUpdateUniforms(int dirtyUniforms);
|
2015-10-10 14:41:19 +00:00
|
|
|
|
|
|
|
void Clear();
|
|
|
|
|
2016-01-05 20:18:43 +00:00
|
|
|
VulkanContext *vulkan_;
|
2015-10-10 14:41:19 +00:00
|
|
|
|
2016-01-09 11:17:02 +00:00
|
|
|
typedef std::map<ShaderID, VulkanFragmentShader *> FSCache;
|
|
|
|
FSCache fsCache_;
|
|
|
|
|
|
|
|
typedef std::map<ShaderID, VulkanVertexShader *> VSCache;
|
|
|
|
VSCache vsCache_;
|
|
|
|
|
2015-10-10 14:41:19 +00:00
|
|
|
char *codeBuffer_;
|
|
|
|
|
2016-01-09 11:17:02 +00:00
|
|
|
uint32_t globalDirty_;
|
|
|
|
uint32_t uboAlignment_;
|
2015-10-10 14:41:19 +00:00
|
|
|
// Uniform block scratchpad. These (the relevant ones) are copied to the current pushbuffer at draw time.
|
2016-01-09 10:07:14 +00:00
|
|
|
UB_VS_FS_Base ub_base;
|
2015-10-10 14:41:19 +00:00
|
|
|
UB_VS_Lights ub_lights;
|
|
|
|
UB_VS_Bones ub_bones;
|
|
|
|
|
|
|
|
VulkanFragmentShader *lastFShader_;
|
|
|
|
VulkanVertexShader *lastVShader_;
|
|
|
|
|
|
|
|
ShaderID lastFSID_;
|
|
|
|
ShaderID lastVSID_;
|
|
|
|
};
|