ppsspp/Common/GPU/ShaderWriter.h

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C
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#pragma once
#include <cstring>
#include "Common/GPU/Shader.h"
#include "Common/Data/Collections/Slice.h"
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#include "Common/GPU/thin3d.h"
// Helps generate a shader compatible with all backends.
//
// Can use the uniform buffer support in thin3d.
//
// Using #defines and magic in this class, we partially define our own shader language that basically looks
// like GLSL, but has a few little oddities like splat3.
struct InputDef {
const char *type;
const char *name;
int semantic;
};
struct VaryingDef {
const char *type;
const char *name;
int semantic;
int index;
const char *precision;
};
enum class ShaderWriterFlags {
NONE = 0,
FS_WRITE_DEPTH = 1,
FS_AUTO_STEREO = 2, // Automatically indexes makes samplers tagged with `array` by gl_ViewIndex. Useful for stereo rendering.
};
ENUM_CLASS_BITOPS(ShaderWriterFlags);
class ShaderWriter {
public:
// Extensions are supported for both OpenGL ES and Vulkan (though of course, they're different).
ShaderWriter(char *buffer, const ShaderLanguageDesc &lang, ShaderStage stage, Slice<const char *> extensions = Slice<const char *>(), ShaderWriterFlags flags = ShaderWriterFlags::NONE) : p_(buffer), lang_(lang), stage_(stage), flags_(flags) {
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buffer[0] = '\0';
Preamble(extensions);
}
ShaderWriter(const ShaderWriter &) = delete;
// I tried to call all three write functions "W", but only MSVC
// managed to disentangle the ambiguities, so had to give up on that.
// Assumes the input is zero-terminated.
// C : Copies a buffer directly to the stream.
template<size_t T>
ShaderWriter &C(const char(&text)[T]) {
memcpy(p_, text, T);
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p_ += T - 1;
return *this;
}
// W: Writes a zero-terminated string to the stream.
ShaderWriter &W(const char *text) {
size_t len = strlen(text);
memcpy(p_, text, len + 1);
p_ += len;
return *this;
}
// F: Formats into the buffer.
ShaderWriter &F(const char *format, ...);
ShaderWriter &endl() {
return C("\n");
}
// Useful for fragment shaders in GLES.
// We always default integers to high precision.
void HighPrecisionFloat();
void LowPrecisionFloat();
// NOTE: samplers must live for the rest of ShaderWriter's lifetime. No way to express that in C++ though :(
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void DeclareSamplers(Slice<SamplerDef> samplers);
// Same as DeclareSamplers, but doesn't actually declare them.
// This is currently only required by FragmentShaderGenerator.
void ApplySamplerMetadata(Slice<SamplerDef> samplers);
void ConstFloat(const char *name, float value);
void SetFlags(ShaderWriterFlags flags) { flags_ |= flags; }
ShaderWriterFlags Flags() const { return flags_; }
void SetTexBindingBase(int base) { texBindingBase_ = base; }
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ShaderWriter &SampleTexture2D(const char *texName, const char *uv);
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ShaderWriter &SampleTexture2DOffset(const char *texName, const char *uv, int offX, int offY);
ShaderWriter &LoadTexture2D(const char *texName, const char *integer_uv, int level);
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ShaderWriter &GetTextureSize(const char *szVariable, const char *texName);
// Simple shaders with no special tricks.
void BeginVSMain(Slice<InputDef> inputs, Slice<UniformDef> uniforms, Slice<VaryingDef> varyings);
void BeginFSMain(Slice<UniformDef> uniforms, Slice<VaryingDef> varyings);
void BeginGSMain(Slice<VaryingDef> varyings, Slice<VaryingDef> outVaryings);
// For simple shaders that output a single color, we can deal with this generically.
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void EndVSMain(Slice<VaryingDef> varyings);
void EndFSMain(const char *vec4_color_variable);
void EndGSMain();
const ShaderLanguageDesc &Lang() const {
return lang_;
}
void Rewind(size_t offset) {
p_ -= offset;
}
// Can probably remove this
char *GetPos() {
return p_;
}
private:
// Several of the shader languages ignore samplers, beware of that.
void DeclareSampler2D(const SamplerDef &def);
void DeclareTexture2D(const SamplerDef &def);
const SamplerDef *GetSamplerDef(const char *name) const;
void Preamble(Slice<const char *> extensions);
char *p_;
const ShaderLanguageDesc &lang_;
const ShaderStage stage_;
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Slice<SamplerDef> samplers_;
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ShaderWriterFlags flags_ = ShaderWriterFlags::NONE;
Slice<SamplerDef> samplerDefs_;
int texBindingBase_ = 1;
};