mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
221 lines
6.0 KiB
C++
221 lines
6.0 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 <vector>
|
|
|
|
#include "Common/Data/Collections/Hashmaps.h"
|
|
#include "Common/GPU/OpenGL/GLRenderManager.h"
|
|
#include "Common/File/Path.h"
|
|
#include "GPU/Common/ShaderCommon.h"
|
|
#include "GPU/Common/ShaderId.h"
|
|
#include "GPU/Common/VertexShaderGenerator.h"
|
|
#include "GPU/Common/FragmentShaderGenerator.h"
|
|
|
|
class DrawEngineGLES;
|
|
class Shader;
|
|
struct ShaderLanguageDesc;
|
|
|
|
namespace File {
|
|
class IOFile;
|
|
}
|
|
|
|
class LinkedShader {
|
|
public:
|
|
LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs, FShaderID FSID, Shader *fs, bool useHWTransform, bool preloading = false);
|
|
~LinkedShader();
|
|
|
|
void use(const ShaderID &VSID) const;
|
|
void UpdateUniforms(const ShaderID &VSID, bool useBufferedRendering, const ShaderLanguageDesc &shaderLanguage);
|
|
void Delete();
|
|
|
|
GLRenderManager *render_;
|
|
Shader *vs_;
|
|
// Set to false if the VS failed, happens on Mali-400 a lot for complex shaders.
|
|
bool useHWTransform_;
|
|
|
|
GLRProgram *program;
|
|
uint64_t availableUniforms;
|
|
uint64_t dirtyUniforms = 0;
|
|
|
|
// Present attributes in the shader.
|
|
int attrMask; // 1 << ATTR_ ... or-ed together.
|
|
|
|
int u_stencilReplaceValue;
|
|
int u_tex;
|
|
int u_proj;
|
|
int u_proj_lens;
|
|
int u_proj_through;
|
|
int u_texenv;
|
|
int u_view;
|
|
int u_texmtx;
|
|
int u_world;
|
|
int u_depthRange; // x,y = viewport xscale/xcenter. z,w=clipping minz/maxz (?)
|
|
int u_cullRangeMin;
|
|
int u_cullRangeMax;
|
|
int u_rotation;
|
|
int u_mipBias;
|
|
int u_scaleX;
|
|
int u_scaleY;
|
|
|
|
#ifdef USE_BONE_ARRAY
|
|
int u_bone; // array, size is numBones
|
|
#else
|
|
int u_bone[8];
|
|
#endif
|
|
int numBones;
|
|
|
|
// Shader blending.
|
|
int u_fbotex;
|
|
int u_blendFixA;
|
|
int u_blendFixB;
|
|
int u_fbotexSize;
|
|
|
|
// Shader depal
|
|
int u_pal; // the texture
|
|
int u_depal_mask_shift_off_fmt; // the params
|
|
|
|
// Fragment processing inputs
|
|
int u_alphacolorref;
|
|
int u_alphacolormask;
|
|
int u_colorWriteMask;
|
|
int u_testtex;
|
|
int u_fogcolor;
|
|
int u_fogcoef;
|
|
|
|
// Texturing
|
|
int u_uvscaleoffset;
|
|
int u_texclamp;
|
|
int u_texclampoff;
|
|
int u_texNoAlphaMul;
|
|
|
|
// Lighting
|
|
int u_lightControl;
|
|
int u_ambient;
|
|
int u_matambientalpha;
|
|
int u_matdiffuse;
|
|
int u_matspecular;
|
|
int u_matemissive;
|
|
int u_lightpos[4];
|
|
int u_lightdir[4];
|
|
int u_lightatt[4]; // attenuation
|
|
int u_lightangle_spotCoef[4]; // spotlight cone angle (cosine) (x), spotlight dropoff (y)
|
|
int u_lightdiffuse[4]; // each light consist of vec4[3]
|
|
int u_lightspecular[4]; // attenuation
|
|
int u_lightambient[4]; // attenuation
|
|
|
|
// Spline Tessellation
|
|
int u_tess_points; // Control Points
|
|
int u_tess_weights_u;
|
|
int u_tess_weights_v;
|
|
int u_spline_counts;
|
|
};
|
|
|
|
// Real public interface
|
|
|
|
struct ShaderDescGLES {
|
|
uint32_t glShaderType;
|
|
uint32_t attrMask;
|
|
uint64_t uniformMask;
|
|
bool useHWTransform;
|
|
};
|
|
|
|
class Shader {
|
|
public:
|
|
Shader(GLRenderManager *render, const char *code, const std::string &desc, const ShaderDescGLES ¶ms);
|
|
~Shader();
|
|
GLRShader *shader;
|
|
|
|
bool UseHWTransform() const { return useHWTransform_; } // only relevant for vtx shaders
|
|
|
|
std::string GetShaderString(DebugShaderStringType type, ShaderID id) const;
|
|
|
|
uint32_t GetAttrMask() const { return attrMask_; }
|
|
uint64_t GetUniformMask() const { return uniformMask_; }
|
|
|
|
private:
|
|
GLRenderManager *render_;
|
|
std::string source_;
|
|
bool useHWTransform_;
|
|
bool isFragment_;
|
|
uint32_t attrMask_; // only used in vertex shaders
|
|
uint64_t uniformMask_;
|
|
};
|
|
|
|
class ShaderManagerGLES : public ShaderManagerCommon {
|
|
public:
|
|
ShaderManagerGLES(Draw::DrawContext *draw);
|
|
~ShaderManagerGLES();
|
|
|
|
void ClearShaders() override;
|
|
|
|
// This is the old ApplyShader split into two parts, because of annoying information dependencies.
|
|
// If you call ApplyVertexShader, you MUST call ApplyFragmentShader soon afterwards.
|
|
Shader *ApplyVertexShader(bool useHWTransform, bool useHWTessellation, VertexDecoder *vertexDecoder, bool weightsAsFloat, bool useSkinInDecode, VShaderID *VSID);
|
|
LinkedShader *ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, bool useBufferedRendering);
|
|
|
|
void DeviceLost() override;
|
|
void DeviceRestore(Draw::DrawContext *draw) override;
|
|
|
|
void DirtyLastShader() override;
|
|
|
|
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
|
|
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
|
|
int GetNumPrograms() const { return (int)linkedShaderCache_.size(); }
|
|
|
|
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) override;
|
|
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) override;
|
|
|
|
static bool LoadCacheFlags(File::IOFile &f, DrawEngineGLES *drawEngine);
|
|
bool LoadCache(File::IOFile &f);
|
|
void SaveCache(const Path &filename, DrawEngineGLES *drawEngine);
|
|
|
|
private:
|
|
void Clear();
|
|
Shader *CompileFragmentShader(FShaderID id);
|
|
Shader *CompileVertexShader(VShaderID id);
|
|
|
|
struct LinkedShaderCacheEntry {
|
|
LinkedShaderCacheEntry(Shader *vs_, Shader *fs_, LinkedShader *ls_)
|
|
: vs(vs_), fs(fs_), ls(ls_) { }
|
|
|
|
Shader *vs;
|
|
Shader *fs;
|
|
LinkedShader *ls;
|
|
};
|
|
typedef std::vector<LinkedShaderCacheEntry> LinkedShaderCache;
|
|
|
|
GLRenderManager *render_;
|
|
LinkedShaderCache linkedShaderCache_;
|
|
|
|
bool lastVShaderSame_ = false;
|
|
|
|
FShaderID lastFSID_;
|
|
VShaderID lastVSID_;
|
|
|
|
LinkedShader *lastShader_ = nullptr;
|
|
u64 shaderSwitchDirtyUniforms_ = 0;
|
|
char *codeBuffer_;
|
|
|
|
typedef DenseHashMap<FShaderID, Shader *> FSCache;
|
|
FSCache fsCache_;
|
|
|
|
typedef DenseHashMap<VShaderID, Shader *> VSCache;
|
|
VSCache vsCache_;
|
|
};
|