ppsspp/Common/GPU/ShaderWriter.h

102 lines
2.6 KiB
C++

#pragma once
#include <cstring>
#include "Common/Log.h"
#include "Common/GPU/Shader.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUCommon.h"
#include "Common/Data/Collections/Slice.h"
#include "Common/GPU/thin3d.h"
// Helps generate a shader compatible with all backends.
//
// Can use the uniform buffer support in thin3d.
//
// Using #defines and magic in this class, we partially define our own shader language that basically looks
// like GLSL, but has a few little oddities like splat3.
struct InputDef {
const char *type;
const char *name;
};
struct UniformDef {
const char *type;
const char *name;
int index;
};
struct VaryingDef {
const char *type;
const char *name;
const char *semantic;
int index;
const char *precision;
};
class ShaderWriter {
public:
ShaderWriter(char *buffer, const ShaderLanguageDesc &lang, ShaderStage stage, const char **gl_extensions, size_t num_gl_extensions) : p_(buffer), lang_(lang), stage_(stage) {
Preamble(gl_extensions, num_gl_extensions);
}
// I tried to call all three write functions "W", but only MSVC
// managed to disentangle the ambiguities, so had to give up on that.
// Assumes the input is zero-terminated.
// C : Copies a buffer directly to the stream.
template<size_t T>
ShaderWriter &C(const char(&text)[T]) {
memcpy(p_, text, T);
p_ += T - 1;
return *this;
}
// W: Writes a zero-terminated string to the stream.
ShaderWriter &W(const char *text) {
size_t len = strlen(text);
memcpy(p_, text, len + 1);
p_ += len;
return *this;
}
// F: Formats into the buffer.
ShaderWriter &F(const char *format, ...);
// Useful for fragment shaders in GLES.
// We always default integers to high precision.
void HighPrecisionFloat();
// Several of the shader languages ignore samplers, beware of that.
void DeclareSampler2D(const char *name, int binding);
void DeclareTexture2D(const char *name, int binding);
ShaderWriter &SampleTexture2D(const char *texName, const char *samplerName, const char *uv);
// Simple shaders with no special tricks.
void BeginVSMain(Slice<InputDef> inputs, Slice<UniformDef> uniforms, Slice<VaryingDef> varyings);
void BeginFSMain(Slice<UniformDef> uniforms, Slice<VaryingDef> varyings);
// For simple shaders that output a single color, we can deal with this generically.
void EndVSMain(Slice<VaryingDef> varyings);
void EndFSMain(const char *vec4_color_variable);
void Rewind(size_t offset) {
p_ -= offset;
}
// Can probably remove this
char *GetPos() {
return p_;
}
private:
void Preamble(const char **gl_extensions, size_t num_gl_extensions);
char *p_;
const ShaderLanguageDesc &lang_;
const ShaderStage stage_;
};