ppsspp/GPU/Common/ShaderUniforms.h
Henrik Rydgård f061eadc04 Initial implementation of 3D texturing through equal-size mips (see #6357)
Vulkan-only currently, though all the other backends except ES 2.0
without GL_OES_texture_3d can support it with some work.
2022-07-31 10:43:47 +02:00

144 lines
4.1 KiB
C++

#pragma once
#include <cstdint>
#include "ShaderCommon.h"
// Used by the "modern" backends that use uniform buffers. They can share this without issue.
enum : uint64_t {
DIRTY_BASE_UNIFORMS =
DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_STENCILREPLACEVALUE |
DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_COLORWRITEMASK | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA |
DIRTY_BEZIERSPLINE | DIRTY_DEPAL,
DIRTY_LIGHT_UNIFORMS =
DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 |
DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
};
// TODO: Split into two structs, one for software transform and one for hardware transform, to save space.
// Currently 512 bytes. Probably can't get to 256 (nVidia's UBO alignment).
// Every line here is a 4-float.
struct UB_VS_FS_Base {
float proj[16];
float proj_through[16];
float view[12];
float world[12];
float tex[12];
float uvScaleOffset[4];
float depthRange[4];
// Rotation is used only for software transform.
float fogCoef[2]; float stencil; float rotation;
float matAmbient[4];
float cullRangeMin[4];
float cullRangeMax[4];
uint32_t spline_counts; uint32_t depal_mask_shift_off_fmt; // 4 params packed into one.
uint32_t colorWriteMask; float mipBias;
// Fragment data
float fogColor[4];
float texEnvColor[4];
int alphaColorRef[4];
int colorTestMask[4];
float blendFixA[4];
float blendFixB[4];
float texClamp[4];
float texClampOffset[4];
};
static const char *ub_baseStr =
R"( mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
float u_rotation;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
)";
// 512 bytes. Would like to shrink more. Some colors only have 8-bit precision and we expand
// them to float unnecessarily, could just as well expand in the shader.
struct UB_VS_Lights {
float ambientColor[4];
float materialDiffuse[4];
float materialSpecular[4];
float materialEmissive[4];
float lpos[4][4];
float ldir[4][4];
float latt[4][4];
float lightAngle_SpotCoef[4][4]; // TODO: Merge with lightSpotCoef, use .xy
float lightAmbient[4][4];
float lightDiffuse[4][4];
float lightSpecular[4][4];
};
static const char *ub_vs_lightsStr =
R"( vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
vec3 u_lightpos0;
vec3 u_lightpos1;
vec3 u_lightpos2;
vec3 u_lightpos3;
vec3 u_lightdir0;
vec3 u_lightdir1;
vec3 u_lightdir2;
vec3 u_lightdir3;
vec3 u_lightatt0;
vec3 u_lightatt1;
vec3 u_lightatt2;
vec3 u_lightatt3;
vec4 u_lightangle_spotCoef0;
vec4 u_lightangle_spotCoef1;
vec4 u_lightangle_spotCoef2;
vec4 u_lightangle_spotCoef3;
vec3 u_lightambient0;
vec3 u_lightambient1;
vec3 u_lightambient2;
vec3 u_lightambient3;
vec3 u_lightdiffuse0;
vec3 u_lightdiffuse1;
vec3 u_lightdiffuse2;
vec3 u_lightdiffuse3;
vec3 u_lightspecular0;
vec3 u_lightspecular1;
vec3 u_lightspecular2;
vec3 u_lightspecular3;
)";
// With some cleverness, we could get away with uploading just half this when only the four or five first
// bones are being used. This is 384b.
struct UB_VS_Bones {
float bones[8][12];
};
static const char *ub_vs_bonesStr =
R"( mat3x4 u_bone0; mat3x4 u_bone1; mat3x4 u_bone2; mat3x4 u_bone3; mat3x4 u_bone4; mat3x4 u_bone5; mat3x4 u_bone6; mat3x4 u_bone7; mat3x4 u_bone8;
)";
void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bool hasNegZ);
void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport, bool useBufferedRendering);
void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms);
void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms);