ppsspp/GPU/Directx9/ShaderManagerDX9.h

163 lines
4.5 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 "GPU/Directx9/VertexShaderGeneratorDX9.h"
#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
#include "thin3d/d3dx9_loader.h"
#include "math/lin/matrix4x4.h"
namespace DX9 {
class PSShader;
class VSShader;
void ConvertProjMatrixToD3D(Matrix4x4 & in);
// Pretty much full. Will need more bits for more fine grained dirty tracking for lights.
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),
DIRTY_STENCILREPLACEVALUE = (1 << 6),
DIRTY_ALPHACOLORMASK = (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),
DIRTY_MATERIAL = (1 << 17), // let's set all 4 together (emissive ambient diffuse specular). We hide specular coef in specular.a
DIRTY_UVSCALEOFFSET = (1 << 18), // this will be dirtied ALL THE TIME... maybe we'll need to do "last value with this shader compares"
DIRTY_TEXCLAMP = (1 << 19),
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 PSShader {
public:
PSShader(const char *code, bool useHWTransform);
~PSShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
LPDIRECT3DPIXELSHADER9 shader;
protected:
std::string source_;
bool failed_;
bool useHWTransform_;
};
class VSShader {
public:
VSShader(const char *code, int vertType, bool useHWTransform);
~VSShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
LPDIRECT3DVERTEXSHADER9 shader;
protected:
std::string source_;
bool failed_;
bool useHWTransform_;
};
class ShaderManagerDX9 {
public:
ShaderManagerDX9();
~ShaderManagerDX9();
void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
VSShader *ApplyShader(int prim, u32 vertType);
void DirtyShader();
void DirtyUniform(u32 what) {
globalDirty_ |= what;
}
void DirtyLastShader();
int NumVertexShaders() const { return (int)vsCache_.size(); }
int NumFragmentShaders() const { return (int)fsCache_.size(); }
private:
void PSUpdateUniforms(int dirtyUniforms);
void VSUpdateUniforms(int dirtyUniforms);
void PSSetColorUniform3Alpha255(int creg, u32 color, u8 alpha);
void PSSetColorUniform3(int creg, u32 color);
void VSSetMatrix4x3(int creg, const float *m4x3);
void VSSetColorUniform3(int creg, u32 color);
void VSSetColorUniform3ExtraFloat(int creg, u32 color, float extra);
void VSSetColorUniform3Alpha(int creg, u32 color, u8 alpha);
void VSSetMatrix(int creg, const float* pMatrix);
void VSSetFloat(int creg, float value);
void VSSetFloatArray(int creg, const float *value, int count);
void VSSetFloat24Uniform3(int creg, const u32 data[3]);
void Clear();
FragmentShaderIDDX9 lastFSID_;
VertexShaderIDDX9 lastVSID_;
u32 globalDirty_;
char *codeBuffer_;
VSShader *lastVShader_;
PSShader *lastPShader_;
typedef std::map<FragmentShaderIDDX9, PSShader *> FSCache;
FSCache fsCache_;
typedef std::map<VertexShaderIDDX9, VSShader *> VSCache;
VSCache vsCache_;
};
};