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f061eadc04
Vulkan-only currently, though all the other backends except ES 2.0 without GL_OES_texture_3d can support it with some work.
144 lines
4.1 KiB
C++
144 lines
4.1 KiB
C++
#pragma once
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#include <cstdint>
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#include "ShaderCommon.h"
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// Used by the "modern" backends that use uniform buffers. They can share this without issue.
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enum : uint64_t {
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DIRTY_BASE_UNIFORMS =
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DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
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DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_STENCILREPLACEVALUE |
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DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_COLORWRITEMASK | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA |
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DIRTY_BEZIERSPLINE | DIRTY_DEPAL,
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DIRTY_LIGHT_UNIFORMS =
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DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 |
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DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
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};
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// TODO: Split into two structs, one for software transform and one for hardware transform, to save space.
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// Currently 512 bytes. Probably can't get to 256 (nVidia's UBO alignment).
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// Every line here is a 4-float.
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struct UB_VS_FS_Base {
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float proj[16];
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float proj_through[16];
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float view[12];
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float world[12];
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float tex[12];
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float uvScaleOffset[4];
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float depthRange[4];
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// Rotation is used only for software transform.
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float fogCoef[2]; float stencil; float rotation;
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float matAmbient[4];
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float cullRangeMin[4];
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float cullRangeMax[4];
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uint32_t spline_counts; uint32_t depal_mask_shift_off_fmt; // 4 params packed into one.
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uint32_t colorWriteMask; float mipBias;
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// Fragment data
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float fogColor[4];
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float texEnvColor[4];
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int alphaColorRef[4];
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int colorTestMask[4];
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float blendFixA[4];
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float blendFixB[4];
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float texClamp[4];
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float texClampOffset[4];
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};
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static const char *ub_baseStr =
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R"( mat4 u_proj;
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mat4 u_proj_through;
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mat3x4 u_view;
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mat3x4 u_world;
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mat3x4 u_texmtx;
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vec4 u_uvscaleoffset;
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vec4 u_depthRange;
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vec2 u_fogcoef;
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float u_stencilReplaceValue;
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float u_rotation;
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vec4 u_matambientalpha;
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vec4 u_cullRangeMin;
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vec4 u_cullRangeMax;
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uint u_spline_counts;
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uint u_depal_mask_shift_off_fmt;
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uint u_colorWriteMask;
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float u_mipBias;
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vec3 u_fogcolor;
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vec3 u_texenv;
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ivec4 u_alphacolorref;
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ivec4 u_alphacolormask;
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vec3 u_blendFixA;
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vec3 u_blendFixB;
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vec4 u_texclamp;
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vec2 u_texclampoff;
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)";
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// 512 bytes. Would like to shrink more. Some colors only have 8-bit precision and we expand
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// them to float unnecessarily, could just as well expand in the shader.
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struct UB_VS_Lights {
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float ambientColor[4];
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float materialDiffuse[4];
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float materialSpecular[4];
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float materialEmissive[4];
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float lpos[4][4];
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float ldir[4][4];
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float latt[4][4];
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float lightAngle_SpotCoef[4][4]; // TODO: Merge with lightSpotCoef, use .xy
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float lightAmbient[4][4];
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float lightDiffuse[4][4];
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float lightSpecular[4][4];
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};
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static const char *ub_vs_lightsStr =
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R"( vec4 u_ambient;
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vec3 u_matdiffuse;
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vec4 u_matspecular;
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vec3 u_matemissive;
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vec3 u_lightpos0;
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vec3 u_lightpos1;
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vec3 u_lightpos2;
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vec3 u_lightpos3;
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vec3 u_lightdir0;
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vec3 u_lightdir1;
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vec3 u_lightdir2;
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vec3 u_lightdir3;
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vec3 u_lightatt0;
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vec3 u_lightatt1;
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vec3 u_lightatt2;
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vec3 u_lightatt3;
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vec4 u_lightangle_spotCoef0;
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vec4 u_lightangle_spotCoef1;
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vec4 u_lightangle_spotCoef2;
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vec4 u_lightangle_spotCoef3;
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vec3 u_lightambient0;
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vec3 u_lightambient1;
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vec3 u_lightambient2;
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vec3 u_lightambient3;
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vec3 u_lightdiffuse0;
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vec3 u_lightdiffuse1;
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vec3 u_lightdiffuse2;
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vec3 u_lightdiffuse3;
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vec3 u_lightspecular0;
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vec3 u_lightspecular1;
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vec3 u_lightspecular2;
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vec3 u_lightspecular3;
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)";
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// With some cleverness, we could get away with uploading just half this when only the four or five first
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// bones are being used. This is 384b.
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struct UB_VS_Bones {
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float bones[8][12];
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};
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static const char *ub_vs_bonesStr =
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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;
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)";
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void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bool hasNegZ);
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void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport, bool useBufferedRendering);
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void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms);
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void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms);
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