#pragma once #include #include #include #include "Common/CommonFuncs.h" // VS_BIT_LIGHT_UBERSHADER indicates that some groups of these will be // sent to the shader and processed there. This cuts down the number of shaders ("ubershader approach"). enum VShaderBit : uint8_t { VS_BIT_LMODE = 0, VS_BIT_IS_THROUGH = 1, // bit 2 is free. VS_BIT_HAS_COLOR = 3, // bit 4 is free. VS_BIT_VERTEX_RANGE_CULLING = 5, VS_BIT_SIMPLE_STEREO = 6, // 7 is free. VS_BIT_USE_HW_TRANSFORM = 8, VS_BIT_HAS_NORMAL = 9, // conditioned on hw transform VS_BIT_NORM_REVERSE = 10, VS_BIT_HAS_TEXCOORD = 11, VS_BIT_HAS_COLOR_TESS = 12, // 1 bit VS_BIT_HAS_TEXCOORD_TESS = 13, // 1 bit VS_BIT_NORM_REVERSE_TESS = 14, // 1 bit VS_BIT_HAS_NORMAL_TESS = 15, // 1 bit VS_BIT_UVGEN_MODE = 16, VS_BIT_UVPROJ_MODE = 18, // 2, can overlap with LS0 VS_BIT_LS0 = 18, // 2 VS_BIT_LS1 = 20, // 2 VS_BIT_BONES = 22, // 3 should be enough, not 8 // 25 - 29 are free. VS_BIT_ENABLE_BONES = 30, // If this is set along with LIGHTING_ENABLE, all other lighting bits below // are passed to the shader directly instead. VS_BIT_LIGHT_UBERSHADER = 31, VS_BIT_LIGHT0_COMP = 32, // 2 bits VS_BIT_LIGHT0_TYPE = 34, // 2 bits VS_BIT_LIGHT1_COMP = 36, // 2 bits VS_BIT_LIGHT1_TYPE = 38, // 2 bits VS_BIT_LIGHT2_COMP = 40, // 2 bits VS_BIT_LIGHT2_TYPE = 42, // 2 bits VS_BIT_LIGHT3_COMP = 44, // 2 bits VS_BIT_LIGHT3_TYPE = 46, // 2 bits VS_BIT_MATERIAL_UPDATE = 48, // 3 bits VS_BIT_SPLINE = 51, // 1 bit VS_BIT_LIGHT0_ENABLE = 52, VS_BIT_LIGHT1_ENABLE = 53, VS_BIT_LIGHT2_ENABLE = 54, VS_BIT_LIGHT3_ENABLE = 55, VS_BIT_LIGHTING_ENABLE = 56, VS_BIT_WEIGHT_FMTSCALE = 57, // only two bits // 59 - 61 are free. VS_BIT_FLATSHADE = 62, // 1 bit VS_BIT_BEZIER = 63, // 1 bit // No more free }; static inline VShaderBit operator +(VShaderBit bit, int i) { return VShaderBit((int)bit + i); } // Local enum FShaderBit : uint8_t { FS_BIT_CLEARMODE = 0, FS_BIT_DO_TEXTURE = 1, FS_BIT_TEXFUNC = 2, // 3 bits FS_BIT_DOUBLE_COLOR = 5, // Not used with FS_BIT_UBERSHADER FS_BIT_3D_TEXTURE = 6, FS_BIT_SHADER_TEX_CLAMP = 7, FS_BIT_CLAMP_S = 8, FS_BIT_CLAMP_T = 9, FS_BIT_TEXALPHA = 10, // Not used with FS_BIT_UBERSHADER FS_BIT_LMODE = 11, FS_BIT_ALPHA_TEST = 12, FS_BIT_ALPHA_TEST_FUNC = 13, // 3 bits FS_BIT_ALPHA_AGAINST_ZERO = 16, FS_BIT_COLOR_TEST = 17, FS_BIT_COLOR_TEST_FUNC = 18, // 2 bits FS_BIT_COLOR_AGAINST_ZERO = 20, FS_BIT_ENABLE_FOG = 21, // Not used with FS_BIT_UBERSHADER FS_BIT_DO_TEXTURE_PROJ = 22, // 1 free bit FS_BIT_STENCIL_TO_ALPHA = 24, // 2 bits FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE = 26, // 4 bits (ReplaceAlphaType) FS_BIT_SIMULATE_LOGIC_OP_TYPE = 30, // 2 bits FS_BIT_REPLACE_BLEND = 32, // 3 bits (ReplaceBlendType) FS_BIT_BLENDEQ = 35, // 3 bits FS_BIT_BLENDFUNC_A = 38, // 4 bits FS_BIT_BLENDFUNC_B = 42, // 4 bits FS_BIT_FLATSHADE = 46, FS_BIT_BGRA_TEXTURE = 47, FS_BIT_TEST_DISCARD_TO_ZERO = 48, FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL = 49, FS_BIT_COLOR_WRITEMASK = 50, FS_BIT_REPLACE_LOGIC_OP = 51, // 4 bits. GE_LOGIC_COPY means no-op/off. FS_BIT_SHADER_DEPAL_MODE = 55, // 2 bits (ShaderDepalMode) FS_BIT_SAMPLE_ARRAY_TEXTURE = 57, // For multiview, framebuffers are array textures and we need to sample the two layers correctly. FS_BIT_STEREO = 58, FS_BIT_USE_FRAMEBUFFER_FETCH = 59, FS_BIT_UBERSHADER = 60, }; static inline FShaderBit operator +(FShaderBit bit, int i) { return FShaderBit((int)bit + i); } // Some of these bits are straight from FShaderBit, since they essentially enable attributes directly. enum GShaderBit : uint8_t { GS_BIT_ENABLED = 0, // If not set, we don't use a geo shader. GS_BIT_DO_TEXTURE = 1, // presence of texcoords GS_BIT_LMODE = 2, GS_BIT_CURVE = 3, // curve, which means don't do range culling. }; static inline GShaderBit operator +(GShaderBit bit, int i) { return GShaderBit((int)bit + i); } struct ShaderID { ShaderID() { clear(); } void clear() { for (size_t i = 0; i < ARRAY_SIZE(d); i++) { d[i] = 0; } } void set_invalid() { for (size_t i = 0; i < ARRAY_SIZE(d); i++) { d[i] = 0xFFFFFFFF; } } bool is_invalid() const { for (size_t i = 0; i < ARRAY_SIZE(d); i++) { if (d[i] != 0xFFFFFFFF) return false; } return true; } uint32_t d[2]; bool operator < (const ShaderID &other) const { for (size_t i = 0; i < sizeof(d) / sizeof(uint32_t); i++) { if (d[i] < other.d[i]) return true; if (d[i] > other.d[i]) return false; } return false; } bool operator == (const ShaderID &other) const { for (size_t i = 0; i < sizeof(d) / sizeof(uint32_t); i++) { if (d[i] != other.d[i]) return false; } return true; } bool operator != (const ShaderID &other) const { return !(*this == other); } uint32_t Word(int word) const { return d[word]; } // Note: This is a binary copy to string-as-bytes, not a human-readable representation. void ToString(std::string *dest) const { dest->resize(sizeof(d)); memcpy(&(*dest)[0], d, sizeof(d)); } // Note: This is a binary copy from string-as-bytes, not a human-readable representation. void FromString(std::string src) { memcpy(d, &(src)[0], sizeof(d)); } protected: bool Bit(int bit) const { return (d[bit >> 5] >> (bit & 31)) & 1; } // Does not handle crossing 32-bit boundaries. count must be 30 or smaller. int Bits(int bit, int count) const { const int mask = (1 << count) - 1; return (d[bit >> 5] >> (bit & 31)) & mask; } void SetBit(int bit, bool value = true) { if (value) { d[bit >> 5] |= 1 << (bit & 31); } else { d[bit >> 5] &= ~(1 << (bit & 31)); } } void SetBits(int bit, int count, int value) { const int mask = (1 << count) - 1; const int shifted_mask = mask << (bit & 31); d[bit >> 5] = (d[bit >> 5] & ~shifted_mask) | ((value & mask) << (bit & 31)); } }; struct VShaderID : ShaderID { VShaderID() : ShaderID() { } explicit VShaderID(ShaderID &src) { memcpy(d, src.d, sizeof(d)); } bool Bit(VShaderBit bit) const { return ShaderID::Bit((int)bit); } int Bits(VShaderBit bit, int count) const { return ShaderID::Bits((int)bit, count); } void SetBit(VShaderBit bit, bool value = true) { ShaderID::SetBit((int)bit, value); } void SetBits(VShaderBit bit, int count, int value) { ShaderID::SetBits((int)bit, count, value); } }; struct FShaderID : ShaderID { FShaderID() : ShaderID() { } explicit FShaderID(ShaderID &src) { memcpy(d, src.d, sizeof(d)); } bool Bit(FShaderBit bit) const { return ShaderID::Bit((int)bit); } int Bits(FShaderBit bit, int count) const { return ShaderID::Bits((int)bit, count); } void SetBit(FShaderBit bit, bool value = true) { ShaderID::SetBit((int)bit, value); } void SetBits(FShaderBit bit, int count, int value) { ShaderID::SetBits((int)bit, count, value); } }; struct GShaderID : ShaderID { GShaderID() : ShaderID() { } explicit GShaderID(ShaderID &src) { memcpy(d, src.d, sizeof(d)); } bool Bit(GShaderBit bit) const { return ShaderID::Bit((int)bit); } int Bits(GShaderBit bit, int count) const { return ShaderID::Bits((int)bit, count); } void SetBit(GShaderBit bit, bool value = true) { ShaderID::SetBit((int)bit, value); } void SetBits(GShaderBit bit, int count, int value) { ShaderID::SetBits((int)bit, count, value); } }; namespace Draw { class Bugs; } class VertexDecoder; void ComputeVertexShaderID(VShaderID *id, VertexDecoder *vertexDecoder, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode); // Generates a compact string that describes the shader. Useful in a list to get an overview // of the current flora of shaders. std::string VertexShaderDesc(const VShaderID &id); struct ComputedPipelineState; void ComputeFragmentShaderID(FShaderID *id, const ComputedPipelineState &pipelineState, const Draw::Bugs &bugs); std::string FragmentShaderDesc(const FShaderID &id); void ComputeGeometryShaderID(GShaderID *id, const Draw::Bugs &bugs, int prim); std::string GeometryShaderDesc(const GShaderID &id); // For sanity checking. bool FragmentIdNeedsFramebufferRead(const FShaderID &id);