mirror of
https://github.com/libretro/ppsspp.git
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171 lines
4.1 KiB
C++
171 lines
4.1 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 "VertexShaderGenerator.h"
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#include "FragmentShaderGenerator.h"
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class Shader;
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class LinkedShader
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{
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public:
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LinkedShader(Shader *vs, Shader *fs);
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~LinkedShader();
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void use();
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void stop();
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void updateUniforms();
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uint32_t program;
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u32 dirtyUniforms;
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// Pre-fetched attrs and uniforms
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int a_position;
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int a_color0;
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int a_color1;
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int a_texcoord;
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int a_normal;
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int a_weight0123;
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int a_weight4567;
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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_bone[8];
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// Fragment processing inputs
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int u_alphacolorref;
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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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// 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_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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};
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// Will reach 32 bits soon :P
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enum
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{
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DIRTY_PROJMATRIX = (1 << 0),
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DIRTY_PROJTHROUGHMATRIX = (1 << 1),
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DIRTY_FOGCOLOR = (1 << 2),
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DIRTY_FOGCOEF = (1 << 3),
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DIRTY_TEXENV = (1 << 4),
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DIRTY_ALPHACOLORREF = (1 << 5),
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DIRTY_COLORREF = (1 << 6),
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DIRTY_LIGHT0 = (1 << 8),
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DIRTY_LIGHT1 = (1 << 9),
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DIRTY_LIGHT2 = (1 << 10),
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DIRTY_LIGHT3 = (1 << 11),
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DIRTY_MATDIFFUSE = (1 << 12),
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DIRTY_MATSPECULAR = (1 << 13),
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DIRTY_MATEMISSIVE = (1 << 14),
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DIRTY_AMBIENT = (1 << 15),
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DIRTY_MATAMBIENTALPHA = (1 << 16),
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DIRTY_MATERIAL = (1 << 17), // let's set all 4 together (emissive ambient diffuse specular). We hide specular coef in specular.a
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DIRTY_UVSCALEOFFSET = (1 << 18), // this will be dirtied ALL THE TIME... maybe we'll need to do "last value with this shader compares"
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DIRTY_WORLDMATRIX = (1 << 21),
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DIRTY_VIEWMATRIX = (1 << 22), // Maybe we'll fold this into projmatrix eventually
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DIRTY_TEXMATRIX = (1 << 23),
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DIRTY_BONEMATRIX0 = (1 << 24),
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DIRTY_BONEMATRIX1 = (1 << 25),
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DIRTY_BONEMATRIX2 = (1 << 26),
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DIRTY_BONEMATRIX3 = (1 << 27),
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DIRTY_BONEMATRIX4 = (1 << 28),
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DIRTY_BONEMATRIX5 = (1 << 29),
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DIRTY_BONEMATRIX6 = (1 << 30),
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DIRTY_BONEMATRIX7 = (1 << 31),
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DIRTY_ALL = 0xFFFFFFFF
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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 shaderType);
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uint32_t shader;
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const std::string &source() const { return source_; }
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private:
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std::string source_;
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};
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class ShaderManager
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{
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public:
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ShaderManager() : lastShader(NULL), globalDirty(0xFFFFFFFF) {
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codeBuffer_ = new char[16384];
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}
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~ShaderManager() {
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delete [] codeBuffer_;
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}
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void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
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LinkedShader *ApplyShader(int prim);
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void DirtyShader();
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void DirtyUniform(u32 what);
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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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private:
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void Clear();
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typedef std::map<std::pair<Shader *, Shader *>, LinkedShader *> LinkedShaderCache;
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LinkedShaderCache linkedShaderCache;
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FragmentShaderID lastFSID;
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VertexShaderID lastVSID;
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LinkedShader *lastShader;
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u32 globalDirty;
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char *codeBuffer_;
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typedef std::map<FragmentShaderID, Shader *> FSCache;
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FSCache fsCache;
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typedef std::map<VertexShaderID, Shader *> VSCache;
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VSCache vsCache;
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};
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