ppsspp/GPU/Vulkan/ShaderManagerVulkan.h
2017-02-15 23:06:22 +01:00

145 lines
4.2 KiB
C++

// 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 <map>
#include "base/basictypes.h"
#include "Globals.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/VulkanUtil.h"
#include "math/lin/matrix4x4.h"
#include "GPU/Common/ShaderUniforms.h"
class VulkanContext;
class VulkanPushBuffer;
class VulkanFragmentShader {
public:
VulkanFragmentShader(VulkanContext *vulkan, ShaderID id, const char *code, bool useHWTransform);
~VulkanFragmentShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
std::string GetShaderString(DebugShaderStringType type) const;
VkShaderModule GetModule() const { return module_; }
protected:
VkShaderModule module_;
VulkanContext *vulkan_;
std::string source_;
bool failed_;
bool useHWTransform_;
ShaderID id_;
};
class VulkanVertexShader {
public:
VulkanVertexShader(VulkanContext *vulkan, ShaderID id, const char *code, int vertType, bool useHWTransform, bool usesLighting);
~VulkanVertexShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
bool HasBones() const {
return id_.Bit(VS_BIT_ENABLE_BONES);
}
bool HasLights() const {
return usesLighting_;
}
std::string GetShaderString(DebugShaderStringType type) const;
VkShaderModule GetModule() const { return module_; }
protected:
VkShaderModule module_;
VulkanContext *vulkan_;
std::string source_;
bool failed_;
bool useHWTransform_;
bool usesLighting_;
ShaderID id_;
};
class VulkanPushBuffer;
class ShaderManagerVulkan : public ShaderManagerCommon {
public:
ShaderManagerVulkan(VulkanContext *vulkan);
~ShaderManagerVulkan();
void DeviceRestore(VulkanContext *vulkan);
void GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, bool useHWTransform);
void ClearShaders();
void DirtyShader();
void DirtyLastShader() override;
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
uint64_t UpdateUniforms();
// 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);
uint32_t PushLightBuffer(VulkanPushBuffer *dest, VkBuffer *buf);
uint32_t PushBoneBuffer(VulkanPushBuffer *dest, VkBuffer *buf);
private:
void Clear();
VulkanContext *vulkan_;
typedef std::map<ShaderID, VulkanFragmentShader *> FSCache;
FSCache fsCache_;
typedef std::map<ShaderID, VulkanVertexShader *> VSCache;
VSCache vsCache_;
char *codeBuffer_;
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_;
VulkanVertexShader *lastVShader_;
ShaderID lastFSID_;
ShaderID lastVSID_;
};