mirror of
https://github.com/hrydgard/ppsspp.git
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160 lines
5.2 KiB
C++
160 lines
5.2 KiB
C++
// Copyright (c) 2016- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <cstdio>
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#include <cstdint>
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#include "Common/Thread/Promise.h"
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#include "Common/Data/Collections/Hashmaps.h"
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#include "Common/GPU/Vulkan/VulkanMemory.h"
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Common/VertexShaderGenerator.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "GPU/Common/ShaderUniforms.h"
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class VulkanContext;
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class VulkanPushBuffer;
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class VulkanFragmentShader {
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public:
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VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, FragmentShaderFlags flags, const char *code);
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~VulkanFragmentShader();
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const std::string &source() const { return source_; }
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bool Failed() const { return failed_; }
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std::string GetShaderString(DebugShaderStringType type) const;
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Promise<VkShaderModule> *GetModule() { return module_; }
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const FShaderID &GetID() const { return id_; }
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FragmentShaderFlags Flags() const { return flags_; }
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protected:
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Promise<VkShaderModule> *module_ = nullptr;
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VulkanContext *vulkan_;
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std::string source_;
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bool failed_ = false;
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FShaderID id_;
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FragmentShaderFlags flags_;
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};
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class VulkanVertexShader {
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public:
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VulkanVertexShader(VulkanContext *vulkan, VShaderID id, const char *code, bool useHWTransform);
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~VulkanVertexShader();
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const std::string &source() const { return source_; }
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bool Failed() const { return failed_; }
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bool UseHWTransform() const { return useHWTransform_; }
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std::string GetShaderString(DebugShaderStringType type) const;
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Promise<VkShaderModule> *GetModule() { return module_; }
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const VShaderID &GetID() const { return id_; }
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protected:
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Promise<VkShaderModule> *module_ = nullptr;
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VulkanContext *vulkan_;
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std::string source_;
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bool failed_ = false;
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bool useHWTransform_;
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VShaderID id_;
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};
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class VulkanPushBuffer;
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class ShaderManagerVulkan : public ShaderManagerCommon {
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public:
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ShaderManagerVulkan(Draw::DrawContext *draw);
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~ShaderManagerVulkan();
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void DeviceLost();
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void DeviceRestore(Draw::DrawContext *draw);
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void GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat);
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void ClearShaders();
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void DirtyShader();
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void DirtyLastShader() override;
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int GetNumVertexShaders() const { return (int)vsCache_.size(); }
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int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
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// Used for saving/loading the cache. Don't need to be particularly fast.
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VulkanVertexShader *GetVertexShaderFromID(VShaderID id) { return vsCache_.Get(id); }
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VulkanFragmentShader *GetFragmentShaderFromID(FShaderID id) { return fsCache_.Get(id); }
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VulkanVertexShader *GetVertexShaderFromModule(VkShaderModule module);
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VulkanFragmentShader *GetFragmentShaderFromModule(VkShaderModule module);
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
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std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
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uint64_t UpdateUniforms(bool useBufferedRendering);
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// TODO: Avoid copying these buffers if same as last draw, can still point to it assuming we're still in the same pushbuffer.
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// Applies dirty changes and copies the buffer.
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bool IsBaseDirty() { return true; }
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bool IsLightDirty() { return true; }
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bool IsBoneDirty() { return true; }
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uint32_t PushBaseBuffer(VulkanPushBuffer *dest, VkBuffer *buf) {
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return dest->PushAligned(&ub_base, sizeof(ub_base), uboAlignment_, buf);
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}
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uint32_t PushLightBuffer(VulkanPushBuffer *dest, VkBuffer *buf) {
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return dest->PushAligned(&ub_lights, sizeof(ub_lights), uboAlignment_, buf);
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}
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// TODO: Only push half the bone buffer if we only have four bones.
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uint32_t PushBoneBuffer(VulkanPushBuffer *dest, VkBuffer *buf) {
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return dest->PushAligned(&ub_bones, sizeof(ub_bones), uboAlignment_, buf);
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}
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bool LoadCache(FILE *f);
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void SaveCache(FILE *f);
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private:
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void Clear();
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ShaderLanguageDesc compat_;
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typedef DenseHashMap<FShaderID, VulkanFragmentShader *, nullptr> FSCache;
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FSCache fsCache_;
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typedef DenseHashMap<VShaderID, VulkanVertexShader *, nullptr> VSCache;
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VSCache vsCache_;
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char *codeBuffer_;
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uint64_t uboAlignment_;
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// Uniform block scratchpad. These (the relevant ones) are copied to the current pushbuffer at draw time.
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UB_VS_FS_Base ub_base;
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UB_VS_Lights ub_lights;
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UB_VS_Bones ub_bones;
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VulkanFragmentShader *lastFShader_ = nullptr;
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VulkanVertexShader *lastVShader_ = nullptr;
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FShaderID lastFSID_;
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VShaderID lastVSID_;
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};
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