ppsspp/GPU/Vulkan/ShaderManagerVulkan.h

270 lines
7.4 KiB
C
Raw Normal View History

#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),
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),
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_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,
DIRTY_ALL = 0xFFFFFFFF
};
struct UB_VS_FS_Base {
float proj[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[4];
float matAmbient[4];
2016-01-05 23:38:45 +00:00
// Fragment data
float fogColor[4];
float texEnvColor[4];
float alphaColorRef[4];
float colorTestMask[4];
float stencilReplace[4]; // only first float used
float blendFixA[4];
float blendFixB[4];
float texClamp[4];
float texClampOffset[4];
};
2016-01-03 17:31:03 +00:00
static const char *ub_baseStr =
2016-01-05 23:38:45 +00:00
R"( mat4 proj_mtx;
mat4 view_mtx;
mat4 world_mtx;
mat4 tex_mtx;
vec4 uvscaleoffset;
vec4 depthRange;
vec2 fogCoef;
vec4 matambientalpha;
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;
2016-01-05 23:38:45 +00:00
vec4 alphacolorref;
2016-01-05 22:37:18 +00:00
ivec4 alphacolormask;
2016-01-05 23:38:45 +00:00
float stencilReplaceValue;
2016-01-05 22:37:18 +00:00
vec3 texenv;
vec3 fogcolor;
)";
struct UB_VS_Lights {
2016-01-02 01:08:05 +00:00
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 =
R"(vec4 globalAmbient;
vec3 matdiffuse;
vec4 matspecular;
vec3 matemissive;
vec3 pos[4];
vec3 dir[4];
vec3 att[4];
float angle[4];
float spotCoef[4];
vec3 ambient[4];
vec3 diffuse[4];
vec3 specular[4];
)";
struct UB_VS_Bones {
float bones[8][16];
};
static const char *ub_vs_bonesStr =
2016-01-05 23:38:45 +00:00
R"(mat4 m[8];
)";
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);
~VulkanVertexShader();
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 ShaderManagerVulkan {
public:
ShaderManagerVulkan(VulkanContext *vulkan);
~ShaderManagerVulkan();
void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
void GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, bool useHWTransform);
void DirtyShader();
void DirtyUniform(u32 what) {
globalDirty_ |= what;
}
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);
// 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);
private:
void BaseUpdateUniforms(int dirtyUniforms);
void LightUpdateUniforms(int dirtyUniforms);
void BoneUpdateUniforms(int dirtyUniforms);
void Clear();
VulkanContext *vulkan_;
uint32_t globalDirty_;
uint32_t uboAlignment_;
char *codeBuffer_;
// 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;
typedef std::map<ShaderID, VulkanFragmentShader *> FSCache;
FSCache fsCache_;
typedef std::map<ShaderID, VulkanVertexShader *> VSCache;
VSCache vsCache_;
VulkanFragmentShader *lastFShader_;
VulkanVertexShader *lastVShader_;
ShaderID lastFSID_;
ShaderID lastVSID_;
};