// 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 #include "Common/Data/Collections/Hashmaps.h" #include "Common/GPU/OpenGL/GLRenderManager.h" #include "Common/File/Path.h" #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/ShaderId.h" #include "GPU/Common/VertexShaderGenerator.h" #include "GPU/Common/FragmentShaderGenerator.h" class DrawEngineGLES; class Shader; struct ShaderLanguageDesc; namespace File { class IOFile; } class LinkedShader { public: LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs, FShaderID FSID, Shader *fs, bool useHWTransform, bool preloading = false); ~LinkedShader(); void use(const ShaderID &VSID) const; void UpdateUniforms(const ShaderID &VSID, bool useBufferedRendering, const ShaderLanguageDesc &shaderLanguage); void Delete(); GLRenderManager *render_; Shader *vs_; // Set to false if the VS failed, happens on Mali-400 a lot for complex shaders. bool useHWTransform_; GLRProgram *program; uint64_t availableUniforms; uint64_t dirtyUniforms = 0; // Present attributes in the shader. int attrMask; // 1 << ATTR_ ... or-ed together. int u_stencilReplaceValue; int u_tex; int u_proj; int u_proj_lens; int u_proj_through; int u_texenv; int u_view; int u_texmtx; int u_world; int u_depthRange; // x,y = viewport xscale/xcenter. z,w=clipping minz/maxz (?) int u_cullRangeMin; int u_cullRangeMax; int u_rotation; int u_mipBias; int u_scaleX; int u_scaleY; #ifdef USE_BONE_ARRAY int u_bone; // array, size is numBones #else int u_bone[8]; #endif int numBones; // Shader blending. int u_fbotex; int u_blendFixA; int u_blendFixB; int u_fbotexSize; // Shader depal int u_pal; // the texture int u_depal_mask_shift_off_fmt; // the params // Fragment processing inputs int u_alphacolorref; int u_alphacolormask; int u_colorWriteMask; int u_testtex; int u_fogcolor; int u_fogcoef; // Texturing int u_uvscaleoffset; int u_texclamp; int u_texclampoff; int u_texNoAlphaMul; // Lighting int u_lightControl; int u_ambient; int u_matambientalpha; int u_matdiffuse; int u_matspecular; int u_matemissive; int u_lightpos[4]; int u_lightdir[4]; int u_lightatt[4]; // attenuation int u_lightangle_spotCoef[4]; // spotlight cone angle (cosine) (x), spotlight dropoff (y) int u_lightdiffuse[4]; // each light consist of vec4[3] int u_lightspecular[4]; // attenuation int u_lightambient[4]; // attenuation // Spline Tessellation int u_tess_points; // Control Points int u_tess_weights_u; int u_tess_weights_v; int u_spline_counts; }; // Real public interface struct ShaderDescGLES { uint32_t glShaderType; uint32_t attrMask; uint64_t uniformMask; bool useHWTransform; }; class Shader { public: Shader(GLRenderManager *render, const char *code, const std::string &desc, const ShaderDescGLES ¶ms); ~Shader(); GLRShader *shader; bool UseHWTransform() const { return useHWTransform_; } // only relevant for vtx shaders std::string GetShaderString(DebugShaderStringType type, ShaderID id) const; uint32_t GetAttrMask() const { return attrMask_; } uint64_t GetUniformMask() const { return uniformMask_; } private: GLRenderManager *render_; std::string source_; bool useHWTransform_; bool isFragment_; uint32_t attrMask_; // only used in vertex shaders uint64_t uniformMask_; }; class ShaderManagerGLES : public ShaderManagerCommon { public: ShaderManagerGLES(Draw::DrawContext *draw); ~ShaderManagerGLES(); void ClearShaders() override; // This is the old ApplyShader split into two parts, because of annoying information dependencies. // If you call ApplyVertexShader, you MUST call ApplyFragmentShader soon afterwards. Shader *ApplyVertexShader(bool useHWTransform, bool useHWTessellation, VertexDecoder *vertexDecoder, bool weightsAsFloat, bool useSkinInDecode, VShaderID *VSID); LinkedShader *ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, bool useBufferedRendering); void DeviceLost() override; void DeviceRestore(Draw::DrawContext *draw) override; void DirtyLastShader() override; int GetNumVertexShaders() const { return (int)vsCache_.size(); } int GetNumFragmentShaders() const { return (int)fsCache_.size(); } int GetNumPrograms() const { return (int)linkedShaderCache_.size(); } std::vector DebugGetShaderIDs(DebugShaderType type) override; std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) override; static bool LoadCacheFlags(File::IOFile &f, DrawEngineGLES *drawEngine); bool LoadCache(File::IOFile &f); void SaveCache(const Path &filename, DrawEngineGLES *drawEngine); private: void Clear(); Shader *CompileFragmentShader(FShaderID id); Shader *CompileVertexShader(VShaderID id); struct LinkedShaderCacheEntry { LinkedShaderCacheEntry(Shader *vs_, Shader *fs_, LinkedShader *ls_) : vs(vs_), fs(fs_), ls(ls_) { } Shader *vs; Shader *fs; LinkedShader *ls; }; typedef std::vector LinkedShaderCache; GLRenderManager *render_; LinkedShaderCache linkedShaderCache_; bool lastVShaderSame_ = false; FShaderID lastFSID_; VShaderID lastVSID_; LinkedShader *lastShader_ = nullptr; u64 shaderSwitchDirtyUniforms_ = 0; char *codeBuffer_; typedef DenseHashMap FSCache; FSCache fsCache_; typedef DenseHashMap VSCache; VSCache vsCache_; };