mirror of
https://github.com/libretro/ppsspp.git
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163 lines
4.5 KiB
C++
163 lines
4.5 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/Directx9/VertexShaderGeneratorDX9.h"
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#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
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#include "thin3d/d3dx9_loader.h"
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#include "math/lin/matrix4x4.h"
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namespace DX9 {
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class PSShader;
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class VSShader;
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void ConvertProjMatrixToD3D(Matrix4x4 & in);
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// Pretty much full. Will need more bits for more fine grained dirty tracking for lights.
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enum {
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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_STENCILREPLACEVALUE = (1 << 6),
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DIRTY_ALPHACOLORMASK = (1 << 7),
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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_TEXCLAMP = (1 << 19),
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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 PSShader {
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public:
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PSShader(const char *code, bool useHWTransform);
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~PSShader();
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const std::string &source() const { return source_; }
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bool Failed() const { return failed_; }
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bool UseHWTransform() const { return useHWTransform_; }
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LPDIRECT3DPIXELSHADER9 shader;
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protected:
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std::string source_;
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bool failed_;
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bool useHWTransform_;
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};
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class VSShader {
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public:
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VSShader(const char *code, int vertType, bool useHWTransform);
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~VSShader();
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const std::string &source() const { return source_; }
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bool Failed() const { return failed_; }
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bool UseHWTransform() const { return useHWTransform_; }
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LPDIRECT3DVERTEXSHADER9 shader;
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protected:
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std::string source_;
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bool failed_;
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bool useHWTransform_;
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};
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class ShaderManagerDX9 {
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public:
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ShaderManagerDX9();
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~ShaderManagerDX9();
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void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
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VSShader *ApplyShader(int prim, u32 vertType);
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void DirtyShader();
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void DirtyUniform(u32 what) {
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globalDirty_ |= what;
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}
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void DirtyLastShader();
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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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private:
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void PSUpdateUniforms(int dirtyUniforms);
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void VSUpdateUniforms(int dirtyUniforms);
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void PSSetColorUniform3Alpha255(int creg, u32 color, u8 alpha);
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void PSSetColorUniform3(int creg, u32 color);
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void VSSetMatrix4x3(int creg, const float *m4x3);
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void VSSetColorUniform3(int creg, u32 color);
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void VSSetColorUniform3ExtraFloat(int creg, u32 color, float extra);
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void VSSetColorUniform3Alpha(int creg, u32 color, u8 alpha);
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void VSSetMatrix(int creg, const float* pMatrix);
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void VSSetFloat(int creg, float value);
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void VSSetFloatArray(int creg, const float *value, int count);
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void VSSetFloat24Uniform3(int creg, const u32 data[3]);
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void Clear();
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FragmentShaderIDDX9 lastFSID_;
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VertexShaderIDDX9 lastVSID_;
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u32 globalDirty_;
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char *codeBuffer_;
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VSShader *lastVShader_;
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PSShader *lastPShader_;
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typedef std::map<FragmentShaderIDDX9, PSShader *> FSCache;
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FSCache fsCache_;
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typedef std::map<VertexShaderIDDX9, VSShader *> VSCache;
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VSCache vsCache_;
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};
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};
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