ppsspp/GPU/GLES/ShaderManager.h
Henrik Rydgard 82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00

196 lines
4.8 KiB
C++

// Copyright (c) 2012- 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 "base/basictypes.h"
#include "../../Globals.h"
#include <map>
#include "VertexShaderGenerator.h"
#include "FragmentShaderGenerator.h"
class Shader;
class LinkedShader
{
public:
LinkedShader(Shader *vs, Shader *fs, u32 vertType, bool useHWTransform);
~LinkedShader();
void use();
void stop();
void updateUniforms();
// Set to false if the VS failed, happens on Mali-400 a lot for complex shaders.
bool useHWTransform_;
uint32_t program;
u32 dirtyUniforms;
// Pre-fetched attrs and uniforms
int a_position;
int a_color0;
int a_color1;
int a_texcoord;
int a_normal;
int a_weight0123;
int a_weight4567;
int u_tex;
int u_proj;
int u_proj_through;
int u_texenv;
int u_view;
int u_texmtx;
int u_world;
#ifdef USE_BONE_ARRAY
int u_bone; // array, size is numBones
#else
int u_bone[8];
#endif
int numBones;
// Fragment processing inputs
int u_alphacolorref;
int u_colormask;
int u_fogcolor;
int u_fogcoef;
// Texturing
int u_uvscaleoffset;
// Lighting
int u_ambient;
int u_matambientalpha;
int u_matdiffuse;
int u_matspecular;
int u_matemissive;
int u_lightpos[4];
int u_lightdir[4];
int u_lightatt[4]; // attenuation
int u_lightangle[4]; // spotlight cone angle (cosine)
int u_lightspotCoef[4]; // spotlight dropoff
int u_lightdiffuse[4]; // each light consist of vec4[3]
int u_lightspecular[4]; // attenuation
int u_lightambient[4]; // attenuation
};
// Will reach 32 bits soon :P
enum
{
DIRTY_PROJMATRIX = (1 << 0),
DIRTY_PROJTHROUGHMATRIX = (1 << 1),
DIRTY_FOGCOLOR = (1 << 2),
DIRTY_FOGCOEF = (1 << 3),
DIRTY_TEXENV = (1 << 4),
DIRTY_ALPHACOLORREF = (1 << 5),
DIRTY_COLORREF = (1 << 6),
DIRTY_COLORMASK = (1 << 7),
DIRTY_LIGHT0 = (1 << 8),
DIRTY_LIGHT1 = (1 << 9),
DIRTY_LIGHT2 = (1 << 10),
DIRTY_LIGHT3 = (1 << 11),
DIRTY_MATDIFFUSE = (1 << 12),
DIRTY_MATSPECULAR = (1 << 13),
DIRTY_MATEMISSIVE = (1 << 14),
DIRTY_AMBIENT = (1 << 15),
DIRTY_MATAMBIENTALPHA = (1 << 16),
DIRTY_MATERIAL = (1 << 17), // let's set all 4 together (emissive ambient diffuse specular). We hide specular coef in specular.a
DIRTY_UVSCALEOFFSET = (1 << 18), // this will be dirtied ALL THE TIME... maybe we'll need to do "last value with this shader compares"
DIRTY_WORLDMATRIX = (1 << 21),
DIRTY_VIEWMATRIX = (1 << 22), // Maybe we'll fold this into projmatrix eventually
DIRTY_TEXMATRIX = (1 << 23),
DIRTY_BONEMATRIX0 = (1 << 24),
DIRTY_BONEMATRIX1 = (1 << 25),
DIRTY_BONEMATRIX2 = (1 << 26),
DIRTY_BONEMATRIX3 = (1 << 27),
DIRTY_BONEMATRIX4 = (1 << 28),
DIRTY_BONEMATRIX5 = (1 << 29),
DIRTY_BONEMATRIX6 = (1 << 30),
DIRTY_BONEMATRIX7 = (1 << 31),
DIRTY_ALL = 0xFFFFFFFF
};
// Real public interface
class Shader {
public:
Shader(const char *code, uint32_t shaderType, bool useHWTransform);
~Shader();
uint32_t shader;
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
private:
std::string source_;
bool failed_;
bool useHWTransform_;
};
class ShaderManager
{
public:
ShaderManager();
~ShaderManager();
void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
LinkedShader *ApplyShader(int prim, u32 vertType);
void DirtyShader();
void DirtyUniform(u32 what) {
globalDirty_ |= what;
}
void EndFrame(); // disables vertex arrays
int NumVertexShaders() const { return (int)vsCache_.size(); }
int NumFragmentShaders() const { return (int)fsCache_.size(); }
int NumPrograms() const { return (int)linkedShaderCache_.size(); }
private:
void Clear();
struct LinkedShaderCacheEntry {
LinkedShaderCacheEntry(Shader *vs_, Shader *fs_, LinkedShader *ls_)
: vs(vs_), fs(fs_), ls(ls_) { }
Shader *vs;
Shader *fs;
LinkedShader *ls;
};
typedef std::vector<LinkedShaderCacheEntry> LinkedShaderCache;
LinkedShaderCache linkedShaderCache_;
FragmentShaderID lastFSID_;
VertexShaderID lastVSID_;
LinkedShader *lastShader_;
u32 globalDirty_;
u32 shaderSwitchDirty_;
char *codeBuffer_;
typedef std::map<FragmentShaderID, Shader *> FSCache;
FSCache fsCache_;
typedef std::map<VertexShaderID, Shader *> VSCache;
VSCache vsCache_;
};