ppsspp/GPU/D3D11/ShaderManagerD3D11.h
2017-02-10 00:01:56 +01:00

153 lines
4.4 KiB
C++

// Copyright (c) 2017- 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 <d3d11.h>
#include "base/basictypes.h"
#include "Globals.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/ShaderId.h"
// #include "GPU/DX9/VertexShaderGeneratorD3D11.h"
// #include "GPU/DX9/FragmentShaderGeneratorD3D11.h"
#include "math/lin/matrix4x4.h"
#include "GPU/Common/ShaderUniforms.h"
class D3D11Context;
class D3D11PushBuffer;
class D3D11FragmentShader {
public:
D3D11FragmentShader(ID3D11Device *device, ShaderID id, const char *code, bool useHWTransform);
~D3D11FragmentShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
std::string GetShaderString(DebugShaderStringType type) const;
ID3D11PixelShader *GetShader() const { return module_; }
protected:
ID3D11PixelShader *module_;
ID3D11Device *device_;
std::string source_;
bool failed_;
bool useHWTransform_;
ShaderID id_;
};
class D3D11VertexShader {
public:
D3D11VertexShader(ID3D11Device *device, ShaderID id, const char *code, int vertType, bool useHWTransform, bool usesLighting);
~D3D11VertexShader();
const std::string &source() const { return source_; }
const std::vector<uint8_t> &bytecode() const { return bytecode_; }
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;
ID3D11VertexShader *GetShader() const { return module_; }
protected:
ID3D11VertexShader *module_;
ID3D11Device *device_;
std::string source_;
std::vector<uint8_t> bytecode_;
bool failed_;
bool useHWTransform_;
bool usesLighting_;
ShaderID id_;
};
class D3D11PushBuffer;
class ShaderManagerD3D11 : public ShaderManagerCommon {
public:
ShaderManagerD3D11(ID3D11Device *device, ID3D11DeviceContext *context);
~ShaderManagerD3D11();
void GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, bool useHWTransform);
void ClearShaders();
void DirtyShader();
void DirtyLastShader();
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();
void BindUniforms();
// 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(D3D11PushBuffer *dest, VkBuffer *buf);
uint32_t PushLightBuffer(D3D11PushBuffer *dest, VkBuffer *buf);
uint32_t PushBoneBuffer(D3D11PushBuffer *dest, VkBuffer *buf);
*/
private:
void Clear();
ID3D11Device *device_;
ID3D11DeviceContext *context_;
typedef std::map<ShaderID, D3D11FragmentShader *> FSCache;
FSCache fsCache_;
typedef std::map<ShaderID, D3D11VertexShader *> VSCache;
VSCache vsCache_;
char *codeBuffer_;
// 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;
// Not actual pushbuffers, requires D3D11.1, let's try to live without that first.
ID3D11Buffer *push_base;
ID3D11Buffer *push_lights;
ID3D11Buffer *push_bones;
D3D11FragmentShader *lastFShader_;
D3D11VertexShader *lastVShader_;
ShaderID lastFSID_;
ShaderID lastVSID_;
};