ppsspp/GPU/GLES/ShaderManager.h
Henrik Rydgard 39b632b279 Copy the stencil value in REPLACE mode to fragment alpha (but only when it's safe)
This is cheap but incomplete.
To do it more "right", we need multipass when blending or alpha test is enabled, ugh. That's for later.

Anyway, this improves the glow situation in Wipeout somewhat. Still lots of stuff that glows that shouldn't, but a little less overwhelmingly bright.
2013-12-03 00:13:21 +01:00

209 lines
5.0 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 <map>
#include "VertexShaderGenerator.h"
#include "FragmentShaderGenerator.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(Shader *vs, Shader *fs, u32 vertType, bool useHWTransform, LinkedShader *previous);
~LinkedShader();
void use(u32 vertType, LinkedShader *previous);
void stop();
void UpdateUniforms(u32 vertType);
// Set to false if the VS failed, happens on Mali-400 a lot for complex shaders.
bool useHWTransform_;
uint32_t program;
u32 availableUniforms;
u32 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;
#ifdef USE_BONE_ARRAY
int u_bone; // array, size is numBones
#else
int u_bone[8];
#endif
int numBones;
// Fragment processing inputs
int u_alphacolorref;
int u_colormask;
int u_fogcolor;
int u_fogcoef;
// Texturing
int u_uvscaleoffset;
// 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
};
// Will reach 32 bits soon :P
enum
{
DIRTY_PROJMATRIX = (1 << 0),
DIRTY_PROJTHROUGHMATRIX = (1 << 1),
DIRTY_FOGCOLOR = (1 << 2),
DIRTY_FOGCOEF = (1 << 3),
DIRTY_TEXENV = (1 << 4),
DIRTY_ALPHACOLORREF = (1 << 5),
// 1 << 6 is free! Wait, not anymore...
DIRTY_STENCILREPLACEVALUE = (1 << 6),
DIRTY_COLORMASK = (1 << 7),
DIRTY_LIGHT0 = (1 << 8),
DIRTY_LIGHT1 = (1 << 9),
DIRTY_LIGHT2 = (1 << 10),
DIRTY_LIGHT3 = (1 << 11),
DIRTY_MATDIFFUSE = (1 << 12),
DIRTY_MATSPECULAR = (1 << 13),
DIRTY_MATEMISSIVE = (1 << 14),
DIRTY_AMBIENT = (1 << 15),
DIRTY_MATAMBIENTALPHA = (1 << 16),
// 1 << 17 is free!
DIRTY_UVSCALEOFFSET = (1 << 18), // this will be dirtied ALL THE TIME... maybe we'll need to do "last value with this shader compares"
DIRTY_WORLDMATRIX = (1 << 21),
DIRTY_VIEWMATRIX = (1 << 22), // Maybe we'll fold this into projmatrix eventually
DIRTY_TEXMATRIX = (1 << 23),
DIRTY_BONEMATRIX0 = (1 << 24),
DIRTY_BONEMATRIX1 = (1 << 25),
DIRTY_BONEMATRIX2 = (1 << 26),
DIRTY_BONEMATRIX3 = (1 << 27),
DIRTY_BONEMATRIX4 = (1 << 28),
DIRTY_BONEMATRIX5 = (1 << 29),
DIRTY_BONEMATRIX6 = (1 << 30),
DIRTY_BONEMATRIX7 = (1 << 31),
DIRTY_ALL = 0xFFFFFFFF
};
// Real public interface
class Shader {
public:
Shader(const char *code, uint32_t shaderType, bool useHWTransform);
~Shader();
uint32_t shader;
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
private:
std::string source_;
bool failed_;
bool useHWTransform_;
};
class ShaderManager
{
public:
ShaderManager();
~ShaderManager();
void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
LinkedShader *ApplyShader(int prim, u32 vertType);
void DirtyShader();
void DirtyUniform(u32 what) {
globalDirty_ |= what;
}
void DirtyLastShader(); // disables vertex arrays
int NumVertexShaders() const { return (int)vsCache_.size(); }
int NumFragmentShaders() const { return (int)fsCache_.size(); }
int NumPrograms() const { return (int)linkedShaderCache_.size(); }
private:
void Clear();
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_;
FragmentShaderID lastFSID_;
VertexShaderID lastVSID_;
LinkedShader *lastShader_;
u32 globalDirty_;
u32 shaderSwitchDirty_;
char *codeBuffer_;
typedef std::map<FragmentShaderID, Shader *> FSCache;
FSCache fsCache_;
typedef std::map<VertexShaderID, Shader *> VSCache;
VSCache vsCache_;
};