ppsspp/GPU/Directx9/ShaderManagerDX9.h
2024-08-25 12:08:31 +02:00

132 lines
4.1 KiB
C++

// 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 <cstdint>
#include <d3d9.h>
#include <wrl/client.h>
#include "Common/CommonTypes.h"
#include "GPU/Common/VertexShaderGenerator.h"
#include "GPU/Common/FragmentShaderGenerator.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/ShaderId.h"
#include "Common/Math/lin/matrix4x4.h"
class PSShader;
class VSShader;
// Real public interface
class PSShader {
public:
PSShader(LPDIRECT3DDEVICE9 device, FShaderID id, const char *code);
~PSShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
std::string GetShaderString(DebugShaderStringType type) const;
Microsoft::WRL::ComPtr<IDirect3DPixelShader9> shader;
protected:
std::string source_;
bool failed_ = false;
FShaderID id_;
};
class VSShader {
public:
VSShader(LPDIRECT3DDEVICE9 device, VShaderID id, const char *code, bool useHWTransform);
~VSShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
std::string GetShaderString(DebugShaderStringType type) const;
Microsoft::WRL::ComPtr<IDirect3DVertexShader9> shader;
protected:
std::string source_;
bool failed_ = false;
bool useHWTransform_;
VShaderID id_;
};
class ShaderManagerDX9 : public ShaderManagerCommon {
public:
ShaderManagerDX9(Draw::DrawContext *draw, LPDIRECT3DDEVICE9 device);
~ShaderManagerDX9();
void ClearShaders() override;
VSShader *ApplyShader(bool useHWTransform, bool useHWTessellation, VertexDecoder *decoder, bool weightsAsFloat, bool useSkinInDecode, const ComputedPipelineState &pipelineState);
void DirtyLastShader() override;
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
void DeviceLost() override { draw_ = nullptr; }
void DeviceRestore(Draw::DrawContext *draw) override { draw_ = draw; }
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) override;
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) override;
private:
void PSUpdateUniforms(u64 dirtyUniforms);
void VSUpdateUniforms(u64 dirtyUniforms);
inline void PSSetColorUniform3Alpha255(int creg, u32 color, u8 alpha);
inline void PSSetColorUniform3(int creg, u32 color);
inline void PSSetFloat(int creg, float value);
inline void PSSetFloatArray(int creg, const float *value, int count);
void VSSetMatrix4x3_3(int creg, const float *m4x3);
inline void VSSetColorUniform3(int creg, u32 color);
inline void VSSetColorUniform3ExtraFloat(int creg, u32 color, float extra);
inline void VSSetColorUniform3Alpha(int creg, u32 color, u8 alpha);
void VSSetMatrix(int creg, const float* pMatrix);
void VSSetFloat(int creg, float value);
void VSSetFloatArray(int creg, const float *value, int count);
void VSSetFloat24Uniform3(int creg, const u32 data[3]);
void VSSetFloat24Uniform3Normalized(int creg, const u32 data[3]);
void VSSetFloatUniform4(int creg, const float data[4]);
void Clear();
LPDIRECT3DDEVICE9 device_;
FShaderID lastFSID_;
VShaderID lastVSID_;
char *codeBuffer_;
VSShader *lastVShader_ = nullptr;
PSShader *lastPShader_ = nullptr;
typedef std::map<FShaderID, PSShader *> FSCache;
FSCache fsCache_;
typedef std::map<VShaderID, VSShader *> VSCache;
VSCache vsCache_;
};