mirror of
https://github.com/libretro/ppsspp.git
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202 lines
5.1 KiB
C++
202 lines
5.1 KiB
C++
// Copyright (c) 2012- 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 "base/basictypes.h"
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#include "Globals.h"
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#include <map>
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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class Shader;
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// Pre-fetched attrs and uniforms
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enum {
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ATTR_POSITION = 0,
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ATTR_TEXCOORD = 1,
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ATTR_NORMAL = 2,
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ATTR_W1 = 3,
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ATTR_W2 = 4,
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ATTR_COLOR0 = 5,
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ATTR_COLOR1 = 6,
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ATTR_COUNT,
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};
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class LinkedShader {
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public:
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LinkedShader(ShaderID VSID, Shader *vs, ShaderID FSID, Shader *fs, bool useHWTransform);
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~LinkedShader();
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void use(const ShaderID &VSID, LinkedShader *previous);
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void stop();
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void UpdateUniforms(u32 vertType, const ShaderID &VSID);
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Shader *vs_;
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// Set to false if the VS failed, happens on Mali-400 a lot for complex shaders.
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bool useHWTransform_;
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uint32_t program;
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uint64_t availableUniforms;
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uint64_t dirtyUniforms;
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// Present attributes in the shader.
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int attrMask; // 1 << ATTR_ ... or-ed together.
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int u_stencilReplaceValue;
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int u_tex;
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int u_proj;
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int u_proj_through;
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int u_texenv;
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int u_view;
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int u_texmtx;
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int u_world;
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int u_depthRange; // x,y = viewport xscale/xcenter. z,w=clipping minz/maxz (?)
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#ifdef USE_BONE_ARRAY
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int u_bone; // array, size is numBones
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#else
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int u_bone[8];
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#endif
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int numBones;
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// Shader blending.
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int u_fbotex;
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int u_blendFixA;
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int u_blendFixB;
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int u_fbotexSize;
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// Fragment processing inputs
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int u_alphacolorref;
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int u_alphacolormask;
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int u_testtex;
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int u_fogcolor;
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int u_fogcoef;
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// Texturing
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int u_uvscaleoffset;
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int u_texclamp;
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int u_texclampoff;
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// Lighting
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int u_ambient;
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int u_matambientalpha;
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int u_matdiffuse;
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int u_matspecular;
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int u_matemissive;
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int u_lightpos[4];
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int u_lightdir[4];
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int u_lightatt[4]; // attenuation
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int u_lightangle[4]; // spotlight cone angle (cosine)
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int u_lightspotCoef[4]; // spotlight dropoff
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int u_lightdiffuse[4]; // each light consist of vec4[3]
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int u_lightspecular[4]; // attenuation
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int u_lightambient[4]; // attenuation
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int u_tess_pos_tex;
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int u_tess_tex_tex;
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int u_tess_col_tex;
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int u_spline_count_u;
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int u_spline_count_v;
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int u_spline_type_u;
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int u_spline_type_v;
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};
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// Real public interface
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class Shader {
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public:
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Shader(const char *code, uint32_t glShaderType, bool useHWTransform);
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~Shader();
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uint32_t shader;
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bool Failed() const { return failed_; }
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bool UseHWTransform() const { return useHWTransform_; } // only relevant for vtx shaders
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std::string GetShaderString(DebugShaderStringType type, ShaderID id) const;
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private:
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std::string source_;
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bool failed_;
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bool useHWTransform_;
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bool isFragment_;
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};
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class ShaderManagerGLES : public ShaderManagerCommon {
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public:
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ShaderManagerGLES();
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~ShaderManagerGLES();
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void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
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// This is the old ApplyShader split into two parts, because of annoying information dependencies.
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// If you call ApplyVertexShader, you MUST call ApplyFragmentShader soon afterwards.
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Shader *ApplyVertexShader(int prim, u32 vertType, ShaderID *VSID);
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LinkedShader *ApplyFragmentShader(ShaderID VSID, Shader *vs, u32 vertType, int prim);
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void DirtyShader();
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void DirtyLastShader(); // disables vertex arrays
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int NumVertexShaders() const { return (int)vsCache_.size(); }
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int NumFragmentShaders() const { return (int)fsCache_.size(); }
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int NumPrograms() const { return (int)linkedShaderCache_.size(); }
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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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void LoadAndPrecompile(const std::string &filename);
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void Save(const std::string &filename);
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private:
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void Clear();
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Shader *CompileFragmentShader(ShaderID id);
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Shader *CompileVertexShader(ShaderID id);
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struct LinkedShaderCacheEntry {
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LinkedShaderCacheEntry(Shader *vs_, Shader *fs_, LinkedShader *ls_)
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: vs(vs_), fs(fs_), ls(ls_) { }
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Shader *vs;
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Shader *fs;
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LinkedShader *ls;
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};
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typedef std::vector<LinkedShaderCacheEntry> LinkedShaderCache;
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LinkedShaderCache linkedShaderCache_;
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bool lastVShaderSame_;
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ShaderID lastFSID_;
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ShaderID lastVSID_;
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LinkedShader *lastShader_;
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u64 shaderSwitchDirty_;
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char *codeBuffer_;
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typedef std::map<ShaderID, Shader *> FSCache;
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FSCache fsCache_;
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typedef std::map<ShaderID, Shader *> VSCache;
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VSCache vsCache_;
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bool diskCacheDirty_;
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};
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