ppsspp/GPU/Common/ShaderCommon.h
Henrik Rydgård f42c682d34 Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
This reverts commit 10dee90c83, reversing
changes made to 34c11c8acf.
2023-05-08 22:01:38 +02:00

175 lines
5.2 KiB
C++

// Copyright (c) 2015- 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 <cstdint>
#include <vector>
#include <string>
namespace Draw {
class DrawContext;
}
enum DebugShaderType {
SHADER_TYPE_VERTEX = 0,
SHADER_TYPE_FRAGMENT = 1,
SHADER_TYPE_GEOMETRY = 2,
SHADER_TYPE_VERTEXLOADER = 3, // Not really a shader, but might as well re-use this mechanism
SHADER_TYPE_PIPELINE = 4, // Vulkan and DX12 combines a bunch of state into pipeline objects. Might as well make them inspectable.
SHADER_TYPE_TEXTURE = 5,
SHADER_TYPE_SAMPLER = 6, // Not really a shader either. Need to rename this enum...
};
enum DebugShaderStringType {
SHADER_STRING_SHORT_DESC = 0,
SHADER_STRING_SOURCE_CODE = 1,
SHADER_STRING_STATS = 2,
};
// Shared between the backends. Not all are necessarily used by each backend, but this lets us share
// more code than before. TODO: Can probably cut the number of these down without too much slowdown.
enum : uint64_t {
DIRTY_PROJMATRIX = 1ULL << 0,
DIRTY_PROJTHROUGHMATRIX = 1ULL << 1,
DIRTY_FOGCOLOR = 1ULL << 2,
DIRTY_FOGCOEF = 1ULL << 3,
DIRTY_TEXENV = 1ULL << 4,
DIRTY_ALPHACOLORREF = 1ULL << 5,
DIRTY_STENCILREPLACEVALUE = 1ULL << 6,
DIRTY_ALPHACOLORMASK = 1ULL << 7,
DIRTY_LIGHT0 = 1ULL << 8,
DIRTY_LIGHT1 = 1ULL << 9,
DIRTY_LIGHT2 = 1ULL << 10,
DIRTY_LIGHT3 = 1ULL << 11,
DIRTY_MATDIFFUSE = 1ULL << 12,
DIRTY_MATSPECULAR = 1ULL << 13,
DIRTY_MATEMISSIVE = 1ULL << 14,
DIRTY_AMBIENT = 1ULL << 15,
DIRTY_MATAMBIENTALPHA = 1ULL << 16,
DIRTY_SHADERBLEND = 1ULL << 17, // Used only for in-shader blending.
DIRTY_UVSCALEOFFSET = 1ULL << 18,
DIRTY_DEPTHRANGE = 1ULL << 19,
DIRTY_WORLDMATRIX = 1ULL << 21,
DIRTY_VIEWMATRIX = 1ULL << 22,
DIRTY_TEXMATRIX = 1ULL << 23,
DIRTY_BONEMATRIX0 = 1ULL << 24, // NOTE: These must be under 32
DIRTY_BONEMATRIX1 = 1ULL << 25,
DIRTY_BONEMATRIX2 = 1ULL << 26,
DIRTY_BONEMATRIX3 = 1ULL << 27,
DIRTY_BONEMATRIX4 = 1ULL << 28,
DIRTY_BONEMATRIX5 = 1ULL << 29,
DIRTY_BONEMATRIX6 = 1ULL << 30,
DIRTY_BONEMATRIX7 = 1ULL << 31,
DIRTY_BEZIERSPLINE = 1ULL << 32,
DIRTY_TEXCLAMP = 1ULL << 33,
DIRTY_CULLRANGE = 1ULL << 34,
DIRTY_DEPAL = 1ULL << 35,
DIRTY_COLORWRITEMASK = 1ULL << 36,
DIRTY_MIPBIAS = 1ULL << 37,
DIRTY_LIGHT_CONTROL = 1ULL << 38,
DIRTY_TEX_ALPHA_MUL = 1ULL << 39,
// Bits 40-43 are free for new uniforms. Then we're really out and need to start merging.
// Don't forget to update DIRTY_ALL_UNIFORMS when you start using them.
DIRTY_BONE_UNIFORMS = 0xFF000000ULL,
DIRTY_ALL_UNIFORMS = 0x0FFFFFFFFFFULL,
// Other dirty elements that aren't uniforms
DIRTY_FRAMEBUF = 1ULL << 44,
DIRTY_TEXTURE_IMAGE = 1ULL << 45, // Means that the definition of the texture image has changed (address, stride etc), and we need to look up again.
DIRTY_TEXTURE_PARAMS = 1ULL << 46,
// Render State
DIRTY_BLEND_STATE = 1ULL << 47,
DIRTY_DEPTHSTENCIL_STATE = 1ULL << 48,
DIRTY_RASTER_STATE = 1ULL << 49,
DIRTY_VIEWPORTSCISSOR_STATE = 1ULL << 50,
DIRTY_VERTEXSHADER_STATE = 1ULL << 51,
DIRTY_FRAGMENTSHADER_STATE = 1ULL << 52,
DIRTY_GEOMETRYSHADER_STATE = 1ULL << 53,
// Note that the top 8 bits (54-63) cannot be dirtied through the commonCommandTable due to packing of other flags.
// Everything that's not uniforms. Use this after using thin3d.
// TODO: Should we also add DIRTY_FRAMEBUF here? It kinda generally takes care of itself.
DIRTY_ALL_RENDER_STATE = DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS,
DIRTY_ALL = 0xFFFFFFFFFFFFFFFF
};
class ShaderManagerCommon {
public:
ShaderManagerCommon(Draw::DrawContext *draw) : draw_(draw) {}
virtual ~ShaderManagerCommon() {}
virtual void ClearShaders() = 0;
virtual void DirtyLastShader() = 0;
virtual void DeviceLost() = 0;
virtual void DeviceRestore(Draw::DrawContext *draw) = 0; // must set draw_ to draw
virtual std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) = 0;
virtual std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) = 0;
protected:
Draw::DrawContext *draw_ = nullptr;
};
enum DoLightComputation {
LIGHT_OFF,
LIGHT_SHADE,
LIGHT_FULL,
};
// PSP vertex format.
enum class PspAttributeLocation {
POSITION = 0,
TEXCOORD = 1,
NORMAL = 2,
W1 = 3,
W2 = 4,
COLOR0 = 5,
COLOR1 = 6,
COUNT
};
// Pre-fetched attrs and uniforms (used by GL only).
enum {
ATTR_POSITION = 0,
ATTR_TEXCOORD = 1,
ATTR_NORMAL = 2,
ATTR_W1 = 3,
ATTR_W2 = 4,
ATTR_COLOR0 = 5,
ATTR_COLOR1 = 6,
ATTR_COUNT,
};