mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-24 08:39:51 +00:00
202 lines
5.1 KiB
C++
202 lines
5.1 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 "Common/Hashmaps.h"
|
|
#include "GPU/Common/ShaderCommon.h"
|
|
#include "GPU/Common/ShaderId.h"
|
|
#include "GPU/GLES/VertexShaderGeneratorGLES.h"
|
|
#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
|
|
|
|
class Shader;
|
|
|
|
// Pre-fetched attrs and uniforms
|
|
enum {
|
|
ATTR_POSITION = 0,
|
|
ATTR_TEXCOORD = 1,
|
|
ATTR_NORMAL = 2,
|
|
ATTR_W1 = 3,
|
|
ATTR_W2 = 4,
|
|
ATTR_COLOR0 = 5,
|
|
ATTR_COLOR1 = 6,
|
|
|
|
ATTR_COUNT,
|
|
};
|
|
|
|
class LinkedShader {
|
|
public:
|
|
LinkedShader(ShaderID VSID, Shader *vs, ShaderID FSID, Shader *fs, bool useHWTransform);
|
|
~LinkedShader();
|
|
|
|
void use(const ShaderID &VSID, LinkedShader *previous);
|
|
void stop();
|
|
void UpdateUniforms(u32 vertType, const ShaderID &VSID);
|
|
|
|
Shader *vs_;
|
|
// Set to false if the VS failed, happens on Mali-400 a lot for complex shaders.
|
|
bool useHWTransform_;
|
|
|
|
uint32_t program;
|
|
uint64_t availableUniforms;
|
|
uint64_t dirtyUniforms;
|
|
|
|
// Present attributes in the shader.
|
|
int attrMask; // 1 << ATTR_ ... or-ed together.
|
|
|
|
int u_stencilReplaceValue;
|
|
int u_tex;
|
|
int u_proj;
|
|
int u_proj_through;
|
|
int u_texenv;
|
|
int u_view;
|
|
int u_texmtx;
|
|
int u_world;
|
|
int u_depthRange; // x,y = viewport xscale/xcenter. z,w=clipping minz/maxz (?)
|
|
|
|
#ifdef USE_BONE_ARRAY
|
|
int u_bone; // array, size is numBones
|
|
#else
|
|
int u_bone[8];
|
|
#endif
|
|
int numBones;
|
|
|
|
// Shader blending.
|
|
int u_fbotex;
|
|
int u_blendFixA;
|
|
int u_blendFixB;
|
|
int u_fbotexSize;
|
|
|
|
// Fragment processing inputs
|
|
int u_alphacolorref;
|
|
int u_alphacolormask;
|
|
int u_testtex;
|
|
int u_fogcolor;
|
|
int u_fogcoef;
|
|
|
|
// Texturing
|
|
int u_uvscaleoffset;
|
|
int u_texclamp;
|
|
int u_texclampoff;
|
|
|
|
// 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
|
|
|
|
int u_tess_pos_tex;
|
|
int u_tess_tex_tex;
|
|
int u_tess_col_tex;
|
|
int u_spline_count_u;
|
|
int u_spline_count_v;
|
|
int u_spline_type_u;
|
|
int u_spline_type_v;
|
|
};
|
|
|
|
// Real public interface
|
|
|
|
class Shader {
|
|
public:
|
|
Shader(const char *code, uint32_t glShaderType, bool useHWTransform);
|
|
~Shader();
|
|
uint32_t shader;
|
|
|
|
bool Failed() const { return failed_; }
|
|
bool UseHWTransform() const { return useHWTransform_; } // only relevant for vtx shaders
|
|
|
|
std::string GetShaderString(DebugShaderStringType type, ShaderID id) const;
|
|
|
|
private:
|
|
std::string source_;
|
|
bool failed_;
|
|
bool useHWTransform_;
|
|
bool isFragment_;
|
|
};
|
|
|
|
class ShaderManagerGLES : public ShaderManagerCommon {
|
|
public:
|
|
ShaderManagerGLES();
|
|
~ShaderManagerGLES();
|
|
|
|
void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
|
|
|
|
// This is the old ApplyShader split into two parts, because of annoying information dependencies.
|
|
// If you call ApplyVertexShader, you MUST call ApplyFragmentShader soon afterwards.
|
|
Shader *ApplyVertexShader(int prim, u32 vertType, ShaderID *VSID);
|
|
LinkedShader *ApplyFragmentShader(ShaderID VSID, Shader *vs, u32 vertType, int prim);
|
|
|
|
void DirtyShader();
|
|
void DirtyLastShader() override; // disables vertex arrays
|
|
|
|
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
|
|
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
|
|
int GetNumPrograms() const { return (int)linkedShaderCache_.size(); }
|
|
|
|
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
|
|
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
|
|
|
|
void LoadAndPrecompile(const std::string &filename);
|
|
void Save(const std::string &filename);
|
|
|
|
private:
|
|
void Clear();
|
|
Shader *CompileFragmentShader(ShaderID id);
|
|
Shader *CompileVertexShader(ShaderID id);
|
|
|
|
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_;
|
|
|
|
bool lastVShaderSame_;
|
|
|
|
ShaderID lastFSID_;
|
|
ShaderID lastVSID_;
|
|
|
|
LinkedShader *lastShader_;
|
|
u64 shaderSwitchDirtyUniforms_;
|
|
char *codeBuffer_;
|
|
|
|
typedef DenseHashMap<ShaderID, Shader *, nullptr> FSCache;
|
|
FSCache fsCache_;
|
|
|
|
typedef DenseHashMap<ShaderID, Shader *, nullptr> VSCache;
|
|
VSCache vsCache_;
|
|
|
|
bool diskCacheDirty_;
|
|
};
|