mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 14:00:03 +00:00
153 lines
4.4 KiB
C++
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_;
|
|
}; |