// Copyright (c) 2016- 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 #include #include "Common/Thread/Promise.h" #include "Common/Data/Collections/Hashmaps.h" #include "Common/GPU/Vulkan/VulkanMemory.h" #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/ShaderId.h" #include "GPU/Common/VertexShaderGenerator.h" #include "GPU/Common/FragmentShaderGenerator.h" #include "GPU/Vulkan/VulkanUtil.h" #include "Common/Math/lin/matrix4x4.h" #include "GPU/Common/ShaderUniforms.h" class VulkanContext; class DrawEngineVulkan; class VulkanPushBuffer; class VulkanFragmentShader { public: VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, FragmentShaderFlags flags, const char *code); ~VulkanFragmentShader(); const std::string &source() const { return source_; } bool Failed() const { return failed_; } std::string GetShaderString(DebugShaderStringType type) const; Promise *GetModule() { return module_; } const FShaderID &GetID() const { return id_; } FragmentShaderFlags Flags() const { return flags_; } protected: Promise *module_ = nullptr; VulkanContext *vulkan_; std::string source_; bool failed_ = false; FShaderID id_; FragmentShaderFlags flags_; }; class VulkanVertexShader { public: VulkanVertexShader(VulkanContext *vulkan, VShaderID id, VertexShaderFlags flags, const char *code, bool useHWTransform); ~VulkanVertexShader(); const std::string &source() const { return source_; } bool Failed() const { return failed_; } bool UseHWTransform() const { return useHWTransform_; } // TODO: Roll into flags VertexShaderFlags Flags() const { return flags_; } std::string GetShaderString(DebugShaderStringType type) const; Promise *GetModule() { return module_; } const VShaderID &GetID() const { return id_; } protected: Promise *module_ = nullptr; VulkanContext *vulkan_; std::string source_; bool failed_ = false; bool useHWTransform_; VShaderID id_; VertexShaderFlags flags_; }; class VulkanGeometryShader { public: VulkanGeometryShader(VulkanContext *vulkan, GShaderID id, const char *code); ~VulkanGeometryShader(); const std::string &source() const { return source_; } bool Failed() const { return failed_; } std::string GetShaderString(DebugShaderStringType type) const; Promise *GetModule() const { return module_; } const GShaderID &GetID() { return id_; } protected: Promise *module_ = nullptr; VulkanContext *vulkan_; std::string source_; bool failed_ = false; GShaderID id_; }; class ShaderManagerVulkan : public ShaderManagerCommon { public: ShaderManagerVulkan(Draw::DrawContext *draw); ~ShaderManagerVulkan(); void DeviceLost(); void DeviceRestore(Draw::DrawContext *draw); void GetShaders(int prim, VertexDecoder *decoder, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode); void ClearShaders(); void DirtyShader(); void DirtyLastShader() override; int GetNumVertexShaders() const { return (int)vsCache_.size(); } int GetNumFragmentShaders() const { return (int)fsCache_.size(); } int GetNumGeometryShaders() const { return (int)gsCache_.size(); } // Used for saving/loading the cache. Don't need to be particularly fast. VulkanVertexShader *GetVertexShaderFromID(VShaderID id) { return vsCache_.Get(id); } VulkanFragmentShader *GetFragmentShaderFromID(FShaderID id) { return fsCache_.Get(id); } VulkanGeometryShader *GetGeometryShaderFromID(GShaderID id) { return gsCache_.Get(id); } VulkanVertexShader *GetVertexShaderFromModule(VkShaderModule module); VulkanFragmentShader *GetFragmentShaderFromModule(VkShaderModule module); VulkanGeometryShader *GetGeometryShaderFromModule(VkShaderModule module); std::vector DebugGetShaderIDs(DebugShaderType type); std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType); uint64_t UpdateUniforms(bool useBufferedRendering); // 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, VkBuffer *buf) { return dest->PushAligned(&ub_base, sizeof(ub_base), uboAlignment_, buf); } uint32_t PushLightBuffer(VulkanPushBuffer *dest, VkBuffer *buf) { return dest->PushAligned(&ub_lights, sizeof(ub_lights), uboAlignment_, buf); } // TODO: Only push half the bone buffer if we only have four bones. uint32_t PushBoneBuffer(VulkanPushBuffer *dest, VkBuffer *buf) { return dest->PushAligned(&ub_bones, sizeof(ub_bones), uboAlignment_, buf); } bool LoadCacheFlags(FILE *f, DrawEngineVulkan *drawEngine); bool LoadCache(FILE *f); void SaveCache(FILE *f, DrawEngineVulkan *drawEngine); private: void Clear(); ShaderLanguageDesc compat_; typedef DenseHashMap FSCache; FSCache fsCache_; typedef DenseHashMap VSCache; VSCache vsCache_; typedef DenseHashMap GSCache; GSCache gsCache_; char *codeBuffer_; std::mutex cacheLock_; uint64_t uboAlignment_; // 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; VulkanFragmentShader *lastFShader_ = nullptr; VulkanVertexShader *lastVShader_ = nullptr; VulkanGeometryShader *lastGShader_ = nullptr; FShaderID lastFSID_; VShaderID lastVSID_; GShaderID lastGSID_; };