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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
Remove ShaderSet presets
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parent
1ed7f0d7fd
commit
8d84fb75c7
@ -78,6 +78,10 @@ SoftGPU::SoftGPU(GraphicsContext *gfxCtx, Draw::DrawContext *_thin3D)
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samplerNearest = thin3d->CreateSamplerState({ TextureFilter::NEAREST, TextureFilter::NEAREST, TextureFilter::NEAREST });
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samplerLinear = thin3d->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR });
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PipelineDesc pipelineDesc;
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pipelineDesc.shaders = { thin3d->GetVshaderPreset(VS_TEXTURE_COLOR_2D), thin3d->GetFshaderPreset(FS_TEXTURE_COLOR_2D) };
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texColor = thin3d->CreateGraphicsPipeline(pipelineDesc);
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fb.data = Memory::GetPointer(0x44000000); // TODO: correct default address?
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depthbuf.data = Memory::GetPointer(0x44000000); // TODO: correct default address?
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@ -100,6 +104,9 @@ void SoftGPU::DeviceRestore() {
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}
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SoftGPU::~SoftGPU() {
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texColor->Release();
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texColor = nullptr;
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vformat->Release();
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vformat = nullptr;
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fbTex->Release();
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@ -238,7 +245,6 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight) {
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idata->SetData((const uint8_t *)indexes, sizeof(indexes));
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thin3d->BindTexture(0, fbTex);
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Pipeline *texColor = thin3d->GetShaderSetPreset(SS_TEXTURE_COLOR_2D);
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static const float identity4x4[16] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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@ -19,6 +19,7 @@
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#include "GPU/GPUCommon.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "thin3d/thin3d.h"
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typedef struct {
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union {
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@ -45,10 +46,6 @@ typedef struct {
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} FormatBuffer;
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class ShaderManager;
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namespace Draw {
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class DrawContext;
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class Texture;
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}
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class SoftGPU : public GPUCommon {
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public:
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@ -109,5 +106,6 @@ private:
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GraphicsContext *gfxCtx_;
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Draw::Texture *fbTex;
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Draw::DrawContext *thin3d;
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Draw::Pipeline *texColor;
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std::vector<u32> fbTexBuffer;
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};
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@ -140,6 +140,8 @@ struct PendingMessage {
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static recursive_mutex pendingMutex;
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static std::vector<PendingMessage> pendingMessages;
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static Draw::DrawContext *thin3d;
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static Draw::Pipeline *colorPipeline;
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static Draw::Pipeline *texColorPipeline;
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static UIContext *uiContext;
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static std::vector<std::string> inputboxValue;
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@ -592,7 +594,13 @@ void NativeInitGraphics(GraphicsContext *graphicsContext) {
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uiContext = new UIContext();
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uiContext->theme = &ui_theme;
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uiContext->Init(thin3d, thin3d->GetShaderSetPreset(SS_TEXTURE_COLOR_2D), thin3d->GetShaderSetPreset(SS_COLOR_2D), uiTexture, &ui_draw2d, &ui_draw2d_front);
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PipelineDesc colorDesc{ { thin3d->GetVshaderPreset(VS_COLOR_2D), thin3d->GetFshaderPreset(FS_COLOR_2D) } };
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PipelineDesc texColorDesc{ { thin3d->GetVshaderPreset(VS_TEXTURE_COLOR_2D), thin3d->GetFshaderPreset(FS_TEXTURE_COLOR_2D) } };
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colorPipeline = thin3d->CreateGraphicsPipeline(colorDesc);
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texColorPipeline = thin3d->CreateGraphicsPipeline(texColorDesc);
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uiContext->Init(thin3d, texColorPipeline, colorPipeline, uiTexture, &ui_draw2d, &ui_draw2d_front);
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if (uiContext->Text())
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uiContext->Text()->SetFont("Tahoma", 20, 0);
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@ -628,6 +636,9 @@ void NativeShutdownGraphics() {
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ui_draw2d.Shutdown();
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ui_draw2d_front.Shutdown();
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colorPipeline->Release();
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texColorPipeline->Release();
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// TODO: Reconsider this annoying ref counting stuff.
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if (thin3d->Release()) {
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thin3d = nullptr;
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@ -161,26 +161,14 @@ void DrawContext::CreatePresets() {
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fsPresets_[FS_TEXTURE_COLOR_2D] = CreateShaderModule(ShaderStage::FRAGMENT, glsl_fsTexCol, hlslFsTexCol, vulkan_fsTexCol);
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fsPresets_[FS_COLOR_2D] = CreateShaderModule(ShaderStage::FRAGMENT, glsl_fsCol, hlslFsCol, vulkan_fsCol);
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ssPresets_[SS_TEXTURE_COLOR_2D] = CreatePipeline({ {vsPresets_[VS_TEXTURE_COLOR_2D], fsPresets_[FS_TEXTURE_COLOR_2D]} });
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ssPresets_[SS_COLOR_2D] = CreatePipeline({{vsPresets_[VS_COLOR_2D], fsPresets_[FS_COLOR_2D]}});
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}
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DrawContext::~DrawContext() {
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for (int i = 0; i < VS_MAX_PRESET; i++) {
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if (vsPresets_[i]) {
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vsPresets_[i]->Release();
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}
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vsPresets_[i]->Release();
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}
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for (int i = 0; i < FS_MAX_PRESET; i++) {
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if (fsPresets_[i]) {
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fsPresets_[i]->Release();
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}
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}
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for (int i = 0; i < SS_MAX_PRESET; i++) {
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if (ssPresets_[i]) {
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ssPresets_[i]->Release();
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}
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fsPresets_[i]->Release();
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}
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}
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@ -136,13 +136,6 @@ enum FragmentShaderPreset : int {
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FS_MAX_PRESET,
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};
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// Predefined full shader setups.
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enum ShaderSetPreset : int {
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SS_COLOR_2D,
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SS_TEXTURE_COLOR_2D,
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SS_MAX_PRESET,
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};
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enum ClearFlag : int {
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COLOR = 1,
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DEPTH = 2,
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@ -453,7 +446,7 @@ public:
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virtual SamplerState *CreateSamplerState(const SamplerStateDesc &desc) = 0;
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virtual RasterState *CreateRasterState(const RasterStateDesc &desc) = 0;
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virtual Buffer *CreateBuffer(size_t size, uint32_t usageFlags) = 0;
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virtual Pipeline *CreatePipeline(const PipelineDesc &desc) = 0;
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virtual Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) = 0;
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virtual InputLayout *CreateInputLayout(const InputLayoutDesc &desc) = 0;
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virtual Texture *CreateTexture() = 0; // To be later filled in by ->LoadFromFile or similar.
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@ -466,7 +459,6 @@ public:
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// Note that these DO NOT AddRef so you must not ->Release presets unless you manually AddRef them.
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ShaderModule *GetVshaderPreset(VertexShaderPreset preset) { return fsPresets_[preset]; }
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ShaderModule *GetFshaderPreset(FragmentShaderPreset preset) { return vsPresets_[preset]; }
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Pipeline *GetShaderSetPreset(ShaderSetPreset preset) { return ssPresets_[preset]; }
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// The implementation makes the choice of which shader code to use.
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virtual ShaderModule *CreateShaderModule(ShaderStage stage, const char *glsl_source, const char *hlsl_source, const char *vulkan_source) = 0;
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@ -514,7 +506,6 @@ protected:
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ShaderModule *vsPresets_[VS_MAX_PRESET];
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ShaderModule *fsPresets_[FS_MAX_PRESET];
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Pipeline *ssPresets_[SS_MAX_PRESET];
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int targetWidth_;
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int targetHeight_;
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@ -460,7 +460,7 @@ public:
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SamplerState *CreateSamplerState(const SamplerStateDesc &desc) override;
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RasterState *CreateRasterState(const RasterStateDesc &desc) override;
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Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
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Pipeline *CreatePipeline(const PipelineDesc &desc) override;
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Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) override;
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InputLayout *CreateInputLayout(const InputLayoutDesc &desc) override;
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Texture *CreateTexture() override;
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Texture *CreateTexture(TextureType type, DataFormat format, int width, int height, int depth, int mipLevels) override;
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@ -548,21 +548,21 @@ ShaderModule *D3D9Context::CreateShaderModule(ShaderStage stage, const char *gls
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}
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}
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Pipeline *D3D9Context::CreatePipeline(const PipelineDesc &desc) {
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Pipeline *D3D9Context::CreateGraphicsPipeline(const PipelineDesc &desc) {
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if (!desc.shaders.size()) {
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ELOG("ShaderSet requires at least one shader");
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ELOG("Pipeline requires at least one shader");
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return NULL;
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}
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D3D9Pipeline *shaderSet = new D3D9Pipeline(device_);
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D3D9Pipeline *pipeline = new D3D9Pipeline(device_);
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for (auto iter : desc.shaders) {
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if (iter->GetStage() == ShaderStage::FRAGMENT) {
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shaderSet->pshader = static_cast<D3D9ShaderModule *>(iter);
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pipeline->pshader = static_cast<D3D9ShaderModule *>(iter);
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}
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else if (iter->GetStage() == ShaderStage::VERTEX) {
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shaderSet->vshader = static_cast<D3D9ShaderModule *>(iter);
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pipeline->vshader = static_cast<D3D9ShaderModule *>(iter);
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}
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}
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return shaderSet;
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return pipeline;
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}
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DepthStencilState *D3D9Context::CreateDepthStencilState(const DepthStencilStateDesc &desc) {
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@ -268,7 +268,7 @@ GLuint ShaderStageToOpenGL(ShaderStage stage) {
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}
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}
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// Not registering this as a resource holder, instead ShaderSet is registered. It will
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// Not registering this as a resource holder, instead Pipeline is registered. It will
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// invoke Compile again to recreate the shader then link them together.
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class OpenGLShaderModule : public ShaderModule {
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public:
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@ -411,7 +411,7 @@ public:
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SamplerState *CreateSamplerState(const SamplerStateDesc &desc) override;
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RasterState *CreateRasterState(const RasterStateDesc &desc) override;
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Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
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Pipeline *CreatePipeline(const PipelineDesc &desc) override;
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Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) override;
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InputLayout *CreateInputLayout(const InputLayoutDesc &desc) override;
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Texture *CreateTexture(TextureType type, DataFormat format, int width, int height, int depth, int mipLevels) override;
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Texture *CreateTexture() override;
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@ -802,20 +802,20 @@ Buffer *OpenGLContext::CreateBuffer(size_t size, uint32_t usageFlags) {
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return new OpenGLBuffer(size, usageFlags);
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}
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Pipeline *OpenGLContext::CreatePipeline(const PipelineDesc &desc) {
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Pipeline *OpenGLContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
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if (!desc.shaders.size()) {
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ELOG("ShaderSet requires at least one shader");
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ELOG("Pipeline requires at least one shader");
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return NULL;
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}
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OpenGLPipeline *shaderSet = new OpenGLPipeline();
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OpenGLPipeline *pipeline = new OpenGLPipeline();
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for (auto iter : desc.shaders) {
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iter->AddRef();
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shaderSet->shaders.push_back(static_cast<OpenGLShaderModule *>(iter));
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pipeline->shaders.push_back(static_cast<OpenGLShaderModule *>(iter));
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}
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if (shaderSet->Link()) {
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return shaderSet;
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if (pipeline->Link()) {
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return pipeline;
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} else {
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delete shaderSet;
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delete pipeline;
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return NULL;
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}
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}
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@ -1027,7 +1027,7 @@ void OpenGLInputLayout::Apply(const void *base) {
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intptr_t b = (intptr_t)base;
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if (b != lastBase_) {
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for (size_t i = 0; i < desc.attributes.size(); i++) {
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size_t stride = desc.bindings[desc.attributes[i].binding].stride;
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GLsizei stride = (GLsizei)desc.bindings[desc.attributes[i].binding].stride;
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switch (desc.attributes[i].format) {
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case DataFormat::R32G32_FLOAT:
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glVertexAttribPointer(desc.attributes[i].location, 2, GL_FLOAT, GL_FALSE, stride, (void *)(b + (intptr_t)desc.attributes[i].offset));
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@ -231,7 +231,7 @@ VkShaderStageFlagBits StageToVulkan(ShaderStage stage) {
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}
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}
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// Not registering this as a resource holder, instead ShaderSet is registered. It will
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// Not registering this as a resource holder, instead the pipeline is registered. It will
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// invoke Compile again to recreate the shader then link them together.
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class VKShaderModule : public ShaderModule {
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public:
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@ -347,7 +347,7 @@ private:
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struct PipelineKey {
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VKDepthStencilState *depthStencil;
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VKBlendState *blend;
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VKPipeline *shaderSet;
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VKPipeline *pipeline;
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VkPrimitiveTopology topology;
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VKRasterState *raster;
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@ -356,7 +356,7 @@ struct PipelineKey {
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bool operator < (const PipelineKey &other) const {
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if (depthStencil < other.depthStencil) return true; else if (depthStencil > other.depthStencil) return false;
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if (blend < other.blend) return true; else if (blend > other.blend) return false;
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if (shaderSet < other.shaderSet) return true; else if (shaderSet > other.shaderSet) return false;
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if (pipeline < other.pipeline) return true; else if (pipeline > other.pipeline) return false;
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if (topology < other.topology) return true; else if (topology > other.topology) return false;
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if (raster < other.raster) return true; else if (raster > other.raster) return false;
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// etc etc
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@ -393,7 +393,7 @@ public:
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InputLayout *CreateInputLayout(const InputLayoutDesc &desc) override;
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SamplerState *CreateSamplerState(const SamplerStateDesc &desc) override;
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RasterState *CreateRasterState(const RasterStateDesc &desc) override;
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Pipeline *CreatePipeline(const PipelineDesc &desc) override;
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Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) override;
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// The implementation makes the choice of which shader code to use.
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ShaderModule *CreateShaderModule(ShaderStage stage, const char *glsl_source, const char *hlsl_source, const char *vulkan_source) override;
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@ -865,7 +865,7 @@ VkPipeline VKContext::GetOrCreatePipeline() {
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PipelineKey key;
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key.blend = curBlendState_;
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key.depthStencil = curDepthStencilState_;
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key.shaderSet = curPipeline_;
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key.pipeline = curPipeline_;
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key.topology = curPrim_;
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key.raster = curRasterState_;
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@ -1058,20 +1058,20 @@ Buffer *VKContext::CreateBuffer(size_t size, uint32_t usageFlags) {
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return new Thin3DVKBuffer(size, usageFlags);
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}
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Pipeline *VKContext::CreatePipeline(const PipelineDesc &desc) {
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Pipeline *VKContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
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if (!desc.shaders.size()) {
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ELOG("ShaderSet requires at least one shader");
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ELOG("Pipeline requires at least one shader");
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return NULL;
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}
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VKPipeline *shaderSet = new VKPipeline();
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VKPipeline *pipeline = new VKPipeline();
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for (auto iter : desc.shaders) {
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iter->AddRef();
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shaderSet->shaders.push_back(static_cast<VKShaderModule *>(iter));
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pipeline->shaders.push_back(static_cast<VKShaderModule *>(iter));
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}
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if (shaderSet->Link()) {
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return shaderSet;
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if (pipeline->Link()) {
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return pipeline;
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} else {
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delete shaderSet;
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delete pipeline;
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return NULL;
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}
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}
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