// Copyright (c) 2015- 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 enum ShaderLanguage { GLSL_140, GLSL_300, GLSL_VULKAN, HLSL_DX9, HLSL_D3D11, }; enum DebugShaderType { SHADER_TYPE_VERTEX = 0, SHADER_TYPE_FRAGMENT = 1, SHADER_TYPE_GEOMETRY = 2, SHADER_TYPE_VERTEXLOADER = 3, // Not really a shader, but might as well re-use this mechanism SHADER_TYPE_PIPELINE = 4, // Vulkan and DX12 combines a bunch of state into pipeline objects. Might as well make them inspectable. }; enum DebugShaderStringType { SHADER_STRING_SHORT_DESC = 0, SHADER_STRING_SOURCE_CODE = 1, SHADER_STRING_STATS = 2, }; // Shared between the backends. Not all are necessarily used by each backend, but this lets us share // more code than before. enum : uint64_t { DIRTY_PROJMATRIX = 1ULL << 0, DIRTY_PROJTHROUGHMATRIX = 1ULL << 1, DIRTY_FOGCOLOR = 1ULL << 2, DIRTY_FOGCOEF = 1ULL << 3, DIRTY_TEXENV = 1ULL << 4, DIRTY_ALPHACOLORREF = 1ULL << 5, // 1 << 6 is free! Wait, not anymore... DIRTY_STENCILREPLACEVALUE = 1ULL << 6, DIRTY_ALPHACOLORMASK = 1ULL << 7, DIRTY_LIGHT0 = 1ULL << 8, DIRTY_LIGHT1 = 1ULL << 9, DIRTY_LIGHT2 = 1ULL << 10, DIRTY_LIGHT3 = 1ULL << 11, DIRTY_MATDIFFUSE = 1ULL << 12, DIRTY_MATSPECULAR = 1ULL << 13, DIRTY_MATEMISSIVE = 1ULL << 14, DIRTY_AMBIENT = 1ULL << 15, DIRTY_MATAMBIENTALPHA = 1ULL << 16, DIRTY_SHADERBLEND = 1ULL << 17, // Used only for in-shader blending. DIRTY_UVSCALEOFFSET = 1ULL << 18, // Texclamp is fairly rare so let's share it's bit with DIRTY_DEPTHRANGE. DIRTY_TEXCLAMP = 1ULL << 19, DIRTY_DEPTHRANGE = 1ULL << 19, DIRTY_WORLDMATRIX = 1ULL << 21, DIRTY_VIEWMATRIX = 1ULL << 22, DIRTY_TEXMATRIX = 1ULL << 23, DIRTY_BONEMATRIX0 = 1ULL << 24, DIRTY_BONEMATRIX1 = 1ULL << 25, DIRTY_BONEMATRIX2 = 1ULL << 26, DIRTY_BONEMATRIX3 = 1ULL << 27, DIRTY_BONEMATRIX4 = 1ULL << 28, DIRTY_BONEMATRIX5 = 1ULL << 29, DIRTY_BONEMATRIX6 = 1ULL << 30, DIRTY_BONEMATRIX7 = 1ULL << 31, // These are for hardware tessellation DIRTY_BEZIERCOUNTU = 1ULL << 32, DIRTY_SPLINECOUNTU = 1ULL << 33, DIRTY_SPLINECOUNTV = 1ULL << 34, DIRTY_SPLINETYPEU = 1ULL << 35, DIRTY_SPLINETYPEV = 1ULL << 36, DIRTY_BONE_UNIFORMS = 0xFF000000ULL, DIRTY_ALL_UNIFORMS = 0x1FFFFFFFFFULL, // Other dirty elements that aren't uniforms! DIRTY_FRAMEBUF = 1ULL << 40, DIRTY_TEXTURE_IMAGE = 1ULL << 41, DIRTY_TEXTURE_PARAMS = 1ULL << 42, // Now we can add further dirty flags that are not uniforms. DIRTY_ALL = 0xFFFFFFFFFFFFFFFF }; class ShaderManagerCommon { public: ShaderManagerCommon() {} virtual ~ShaderManagerCommon() {} virtual void DirtyLastShader() = 0; }; struct TBuiltInResource; void init_resources(TBuiltInResource &Resources);