mirror of
https://github.com/hrydgard/ppsspp.git
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221 lines
6.0 KiB
C++
221 lines
6.0 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <vector>
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#include "Common/Data/Collections/Hashmaps.h"
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#include "Common/File/Path.h"
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Common/VertexShaderGenerator.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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class DrawEngineGLES;
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class Shader;
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struct ShaderLanguageDesc;
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namespace File {
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class IOFile;
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}
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class LinkedShader {
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public:
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LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs, FShaderID FSID, Shader *fs, bool useHWTransform, bool preloading = false);
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~LinkedShader();
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void use(const ShaderID &VSID) const;
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void UpdateUniforms(const ShaderID &VSID, bool useBufferedRendering, const ShaderLanguageDesc &shaderLanguage);
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void Delete();
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GLRenderManager *render_;
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Shader *vs_;
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// Set to false if the VS failed, happens on Mali-400 a lot for complex shaders.
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bool useHWTransform_;
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GLRProgram *program;
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uint64_t availableUniforms;
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uint64_t dirtyUniforms = 0;
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// Present attributes in the shader.
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int attrMask; // 1 << ATTR_ ... or-ed together.
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int u_stencilReplaceValue;
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int u_tex;
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int u_proj;
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int u_proj_lens;
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int u_proj_through;
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int u_texenv;
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int u_view;
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int u_texmtx;
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int u_world;
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int u_depthRange; // x,y = viewport xscale/xcenter. z,w=clipping minz/maxz (?)
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int u_cullRangeMin;
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int u_cullRangeMax;
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int u_rotation;
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int u_mipBias;
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int u_scaleX;
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int u_scaleY;
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#ifdef USE_BONE_ARRAY
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int u_bone; // array, size is numBones
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#else
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int u_bone[8];
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#endif
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int numBones;
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// Shader blending.
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int u_fbotex;
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int u_blendFixA;
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int u_blendFixB;
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int u_fbotexSize;
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// Shader depal
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int u_pal; // the texture
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int u_depal_mask_shift_off_fmt; // the params
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// Fragment processing inputs
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int u_alphacolorref;
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int u_alphacolormask;
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int u_colorWriteMask;
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int u_testtex;
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int u_fogcolor;
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int u_fogcoef;
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// Texturing
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int u_uvscaleoffset;
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int u_texclamp;
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int u_texclampoff;
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int u_texNoAlphaMul;
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// Lighting
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int u_lightControl;
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int u_ambient;
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int u_matambientalpha;
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int u_matdiffuse;
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int u_matspecular;
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int u_matemissive;
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int u_lightpos[4];
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int u_lightdir[4];
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int u_lightatt[4]; // attenuation
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int u_lightangle_spotCoef[4]; // spotlight cone angle (cosine) (x), spotlight dropoff (y)
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int u_lightdiffuse[4]; // each light consist of vec4[3]
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int u_lightspecular[4]; // attenuation
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int u_lightambient[4]; // attenuation
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// Spline Tessellation
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int u_tess_points; // Control Points
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int u_tess_weights_u;
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int u_tess_weights_v;
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int u_spline_counts;
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};
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// Real public interface
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struct ShaderDescGLES {
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uint32_t glShaderType;
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uint32_t attrMask;
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uint64_t uniformMask;
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bool useHWTransform;
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};
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class Shader {
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public:
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Shader(GLRenderManager *render, const char *code, const std::string &desc, const ShaderDescGLES ¶ms);
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~Shader();
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GLRShader *shader;
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bool UseHWTransform() const { return useHWTransform_; } // only relevant for vtx shaders
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std::string GetShaderString(DebugShaderStringType type, ShaderID id) const;
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uint32_t GetAttrMask() const { return attrMask_; }
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uint64_t GetUniformMask() const { return uniformMask_; }
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private:
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GLRenderManager *render_;
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std::string source_;
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bool useHWTransform_;
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bool isFragment_;
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uint32_t attrMask_; // only used in vertex shaders
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uint64_t uniformMask_;
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};
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class ShaderManagerGLES : public ShaderManagerCommon {
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public:
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ShaderManagerGLES(Draw::DrawContext *draw);
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~ShaderManagerGLES();
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void ClearShaders() override;
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// This is the old ApplyShader split into two parts, because of annoying information dependencies.
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// If you call ApplyVertexShader, you MUST call ApplyFragmentShader soon afterwards.
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Shader *ApplyVertexShader(bool useHWTransform, bool useHWTessellation, VertexDecoder *vertexDecoder, bool weightsAsFloat, bool useSkinInDecode, VShaderID *VSID);
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LinkedShader *ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, bool useBufferedRendering);
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void DeviceLost() override;
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void DeviceRestore(Draw::DrawContext *draw) override;
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void DirtyLastShader() override;
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int GetNumVertexShaders() const { return (int)vsCache_.size(); }
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int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
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int GetNumPrograms() const { return (int)linkedShaderCache_.size(); }
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) override;
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static bool LoadCacheFlags(File::IOFile &f, DrawEngineGLES *drawEngine);
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bool LoadCache(File::IOFile &f);
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void SaveCache(const Path &filename, DrawEngineGLES *drawEngine);
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private:
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void Clear();
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Shader *CompileFragmentShader(FShaderID id);
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Shader *CompileVertexShader(VShaderID id);
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struct LinkedShaderCacheEntry {
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LinkedShaderCacheEntry(Shader *vs_, Shader *fs_, LinkedShader *ls_)
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: vs(vs_), fs(fs_), ls(ls_) { }
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Shader *vs;
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Shader *fs;
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LinkedShader *ls;
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};
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typedef std::vector<LinkedShaderCacheEntry> LinkedShaderCache;
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GLRenderManager *render_;
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LinkedShaderCache linkedShaderCache_;
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bool lastVShaderSame_ = false;
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FShaderID lastFSID_;
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VShaderID lastVSID_;
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LinkedShader *lastShader_ = nullptr;
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u64 shaderSwitchDirtyUniforms_ = 0;
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char *codeBuffer_;
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typedef DenseHashMap<FShaderID, Shader *> FSCache;
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FSCache fsCache_;
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typedef DenseHashMap<VShaderID, Shader *> VSCache;
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VSCache vsCache_;
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};
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