mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
ec309d55ab
Was in the wrong header file, which was a bit confusing.
115 lines
3.0 KiB
C++
115 lines
3.0 KiB
C++
#pragma once
|
|
|
|
#include <vector>
|
|
#include <cstdint>
|
|
#include <cstddef> // for size_t
|
|
|
|
#include "Common/Common.h"
|
|
|
|
struct TBuiltInResource;
|
|
void InitShaderResources(TBuiltInResource &Resources);
|
|
|
|
// GLSL_1xx and GLSL_3xx each cover a lot of sub variants. All the little quirks
|
|
// that differ are covered in ShaderLanguageDesc.
|
|
// Defined as a bitmask so stuff like GetSupportedShaderLanguages can return combinations.
|
|
// TODO: We can probably move away from this distinction soon, now that we mostly generate/translate shaders.
|
|
enum ShaderLanguage {
|
|
GLSL_1xx = 1,
|
|
GLSL_3xx = 2,
|
|
GLSL_VULKAN = 4,
|
|
HLSL_D3D9 = 8,
|
|
HLSL_D3D11 = 16,
|
|
};
|
|
|
|
inline bool ShaderLanguageIsOpenGL(ShaderLanguage lang) {
|
|
return lang == GLSL_1xx || lang == GLSL_3xx;
|
|
}
|
|
|
|
const char *ShaderLanguageAsString(ShaderLanguage lang);
|
|
|
|
enum class ShaderStage {
|
|
Vertex,
|
|
Fragment,
|
|
Geometry,
|
|
Compute,
|
|
};
|
|
|
|
const char *ShaderStageAsString(ShaderStage lang);
|
|
|
|
struct ShaderLanguageDesc {
|
|
ShaderLanguageDesc() {}
|
|
explicit ShaderLanguageDesc(ShaderLanguage lang);
|
|
|
|
void Init(ShaderLanguage lang);
|
|
|
|
int glslVersionNumber = 0;
|
|
ShaderLanguage shaderLanguage;
|
|
bool gles = false;
|
|
const char *varying_fs = nullptr;
|
|
const char *varying_vs = nullptr;
|
|
const char *attribute = nullptr;
|
|
const char *fragColor0 = nullptr;
|
|
const char *fragColor1 = nullptr;
|
|
const char *texture = nullptr;
|
|
const char *texture3D = nullptr;
|
|
const char *texelFetch = nullptr;
|
|
const char *lastFragData = nullptr;
|
|
const char *framebufferFetchExtension = nullptr;
|
|
const char *vsOutPrefix = "";
|
|
const char *viewportYSign = "";
|
|
|
|
bool vertexIndex = false;
|
|
bool glslES30 = false; // really glslES30Features. TODO: Clean this up.
|
|
bool bitwiseOps = false;
|
|
bool forceMatrix4x4 = false;
|
|
bool coefsFromBuffers = false;
|
|
char driverInfo[256]; // Really only GL uses this.
|
|
};
|
|
|
|
enum class UniformType : int8_t {
|
|
FLOAT1,
|
|
FLOAT2,
|
|
FLOAT3,
|
|
FLOAT4,
|
|
MATRIX4X4,
|
|
};
|
|
|
|
// Describe uniforms intricately enough that we can support them on all backends.
|
|
// This will generate a uniform struct on the newer backends and individual uniforms on the older ones.
|
|
struct UniformDesc {
|
|
const char *name; // For GL
|
|
int16_t vertexReg; // For D3D
|
|
int16_t fragmentReg; // For D3D
|
|
UniformType type;
|
|
int16_t offset; // in bytes
|
|
// TODO: Support array elements etc.
|
|
};
|
|
|
|
struct UniformBufferDesc {
|
|
size_t uniformBufferSize;
|
|
std::vector<UniformDesc> uniforms;
|
|
};
|
|
|
|
struct UniformDef {
|
|
const char *type;
|
|
const char *name;
|
|
int index;
|
|
};
|
|
|
|
enum class SamplerFlags {
|
|
ARRAY_ON_VULKAN = 1,
|
|
};
|
|
ENUM_CLASS_BITOPS(SamplerFlags);
|
|
|
|
struct SamplerDef {
|
|
int binding; // Might only be used by some backends.
|
|
const char *name;
|
|
SamplerFlags flags;
|
|
// TODO: Might need unsigned samplers, 3d samplers, or other types in the future.
|
|
};
|
|
|
|
// For passing error messages from shader compilation (and other critical issues) back to the host.
|
|
// This can run on any thread - be aware!
|
|
// TODO: See if we can find a less generic name for this.
|
|
typedef void (*ErrorCallbackFn)(const char *shortDesc, const char *details, void *userdata);
|