// Copyright (c) 2017- 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 #include #include "Common/CommonTypes.h" #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/ShaderId.h" #include "GPU/Common/ShaderUniforms.h" #include "GPU/Common/FragmentShaderGenerator.h" class D3D11Context; class D3D11PushBuffer; class D3D11FragmentShader { public: D3D11FragmentShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, FShaderID id, const char *code, bool useHWTransform); ~D3D11FragmentShader(); const std::string &source() const { return source_; } bool Failed() const { return failed_; } bool UseHWTransform() const { return useHWTransform_; } std::string GetShaderString(DebugShaderStringType type) const; ID3D11PixelShader *GetShader() const { return module_; } protected: ID3D11PixelShader *module_ = nullptr; ID3D11Device *device_; std::string source_; bool failed_ = false; bool useHWTransform_; FShaderID id_; }; class D3D11VertexShader { public: D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, bool useHWTransform); ~D3D11VertexShader(); const std::string &source() const { return source_; } const std::vector &bytecode() const { return bytecode_; } bool Failed() const { return failed_; } bool UseHWTransform() const { return useHWTransform_; } std::string GetShaderString(DebugShaderStringType type) const; ID3D11VertexShader *GetShader() const { return module_; } protected: ID3D11VertexShader *module_ = nullptr; ID3D11Device *device_; std::string source_; std::vector bytecode_; bool failed_ = false; bool useHWTransform_; VShaderID id_; }; class D3D11PushBuffer; class ShaderManagerD3D11 : public ShaderManagerCommon { public: ShaderManagerD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context, D3D_FEATURE_LEVEL featureLevel); ~ShaderManagerD3D11(); void GetShaders(int prim, VertexDecoder *decoder, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode); void ClearShaders(); void DirtyLastShader() override; int GetNumVertexShaders() const { return (int)vsCache_.size(); } int GetNumFragmentShaders() const { return (int)fsCache_.size(); } std::vector DebugGetShaderIDs(DebugShaderType type); std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType); uint64_t UpdateUniforms(bool useBufferedRendering); void BindUniforms(); // TODO: Avoid copying these buffers if same as last draw, can still point to it assuming we're still in the same pushbuffer. // Applies dirty changes and copies the buffer. bool IsBaseDirty() { return true; } bool IsLightDirty() { return true; } bool IsBoneDirty() { return true; } private: void Clear(); ID3D11Device *device_; ID3D11DeviceContext *context_; D3D_FEATURE_LEVEL featureLevel_; typedef std::map FSCache; FSCache fsCache_; typedef std::map VSCache; VSCache vsCache_; char *codeBuffer_; // Uniform block scratchpad. These (the relevant ones) are copied to the current pushbuffer at draw time. UB_VS_FS_Base ub_base; UB_VS_Lights ub_lights; UB_VS_Bones ub_bones; // Not actual pushbuffers, requires D3D11.1, let's try to live without that first. ID3D11Buffer *push_base; ID3D11Buffer *push_lights; ID3D11Buffer *push_bones; D3D11FragmentShader *lastFShader_ = nullptr; D3D11VertexShader *lastVShader_ = nullptr; FShaderID lastFSID_; VShaderID lastVSID_; };