mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
1f594f3fb5
With device restore etc. everywhere.
134 lines
3.7 KiB
C++
134 lines
3.7 KiB
C++
// Copyright (c) 2015- 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 <cstdint>
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namespace Draw {
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class DrawContext;
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}
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enum ShaderLanguage {
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GLSL_140,
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GLSL_300,
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GLSL_VULKAN,
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HLSL_DX9,
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HLSL_D3D11,
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HLSL_D3D11_LEVEL9,
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};
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enum DebugShaderType {
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SHADER_TYPE_VERTEX = 0,
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SHADER_TYPE_FRAGMENT = 1,
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SHADER_TYPE_GEOMETRY = 2,
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SHADER_TYPE_VERTEXLOADER = 3, // Not really a shader, but might as well re-use this mechanism
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SHADER_TYPE_PIPELINE = 4, // Vulkan and DX12 combines a bunch of state into pipeline objects. Might as well make them inspectable.
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SHADER_TYPE_DEPAL = 5,
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SHADER_TYPE_SAMPLER = 6, // Not really a shader either. Need to rename this enum...
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};
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enum DebugShaderStringType {
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SHADER_STRING_SHORT_DESC = 0,
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SHADER_STRING_SOURCE_CODE = 1,
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SHADER_STRING_STATS = 2,
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};
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// Shared between the backends. Not all are necessarily used by each backend, but this lets us share
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// more code than before.
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enum : uint64_t {
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DIRTY_PROJMATRIX = 1ULL << 0,
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DIRTY_PROJTHROUGHMATRIX = 1ULL << 1,
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DIRTY_FOGCOLOR = 1ULL << 2,
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DIRTY_FOGCOEF = 1ULL << 3,
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DIRTY_TEXENV = 1ULL << 4,
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DIRTY_ALPHACOLORREF = 1ULL << 5,
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DIRTY_STENCILREPLACEVALUE = 1ULL << 6,
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DIRTY_ALPHACOLORMASK = 1ULL << 7,
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DIRTY_LIGHT0 = 1ULL << 8,
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DIRTY_LIGHT1 = 1ULL << 9,
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DIRTY_LIGHT2 = 1ULL << 10,
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DIRTY_LIGHT3 = 1ULL << 11,
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DIRTY_MATDIFFUSE = 1ULL << 12,
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DIRTY_MATSPECULAR = 1ULL << 13,
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DIRTY_MATEMISSIVE = 1ULL << 14,
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DIRTY_AMBIENT = 1ULL << 15,
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DIRTY_MATAMBIENTALPHA = 1ULL << 16,
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DIRTY_SHADERBLEND = 1ULL << 17, // Used only for in-shader blending.
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DIRTY_UVSCALEOFFSET = 1ULL << 18,
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DIRTY_DEPTHRANGE = 1ULL << 19,
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DIRTY_WORLDMATRIX = 1ULL << 21,
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DIRTY_VIEWMATRIX = 1ULL << 22,
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DIRTY_TEXMATRIX = 1ULL << 23,
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DIRTY_BONEMATRIX0 = 1ULL << 24, // NOTE: These must be under 32
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DIRTY_BONEMATRIX1 = 1ULL << 25,
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DIRTY_BONEMATRIX2 = 1ULL << 26,
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DIRTY_BONEMATRIX3 = 1ULL << 27,
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DIRTY_BONEMATRIX4 = 1ULL << 28,
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DIRTY_BONEMATRIX5 = 1ULL << 29,
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DIRTY_BONEMATRIX6 = 1ULL << 30,
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DIRTY_BONEMATRIX7 = 1ULL << 31,
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DIRTY_BEZIERSPLINE = 1ULL << 32,
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DIRTY_TEXCLAMP = 1ULL << 33,
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DIRTY_CULLRANGE = 1ULL << 34,
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DIRTY_DEPAL = 1ULL << 35,
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// space for 5 more uniform dirty flags. Remember to update DIRTY_ALL_UNIFORMS.
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DIRTY_BONE_UNIFORMS = 0xFF000000ULL,
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DIRTY_ALL_UNIFORMS = 0xFFFFFFFFFULL,
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DIRTY_ALL_LIGHTS = DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3,
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// Other dirty elements that aren't uniforms!
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DIRTY_FRAMEBUF = 1ULL << 40,
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DIRTY_TEXTURE_IMAGE = 1ULL << 41,
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DIRTY_TEXTURE_PARAMS = 1ULL << 42,
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// Render State
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DIRTY_BLEND_STATE = 1ULL << 43,
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DIRTY_DEPTHSTENCIL_STATE = 1ULL << 44,
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DIRTY_RASTER_STATE = 1ULL << 45,
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DIRTY_VIEWPORTSCISSOR_STATE = 1ULL << 46,
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DIRTY_VERTEXSHADER_STATE = 1ULL << 47,
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DIRTY_FRAGMENTSHADER_STATE = 1ULL << 48,
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DIRTY_ALL = 0xFFFFFFFFFFFFFFFF
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};
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class ShaderManagerCommon {
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public:
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ShaderManagerCommon(Draw::DrawContext *draw) : draw_(draw) {}
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virtual ~ShaderManagerCommon() {}
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virtual void DirtyLastShader() = 0;
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protected:
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Draw::DrawContext *draw_ = nullptr;
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};
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struct TBuiltInResource;
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void init_resources(TBuiltInResource &Resources);
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