#pragma once // 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 #include "base/basictypes.h" #include "Globals.h" #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/ShaderId.h" #include "GPU/Vulkan/VertexShaderGeneratorVulkan.h" #include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h" #include "GPU/Vulkan/VulkanUtil.h" #include "math/lin/matrix4x4.h" void ConvertProjMatrixToVulkan(Matrix4x4 & in); // Pretty much full. Will need more bits for more fine grained dirty tracking for lights. enum { DIRTY_PROJMATRIX = (1 << 0), 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_SHADERBLEND = (1 << 17), // Used only for in-shader blending. 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_DEPTHRANGE = (1 << 20), 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_BASE_UNIFORMS = DIRTY_WORLDMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF | DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_STENCILREPLACEVALUE | DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA, DIRTY_LIGHT_UNIFORMS = DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 | DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT, DIRTY_BONE_UNIFORMS = 0xFF000000, DIRTY_ALL = 0xFFFFFFFF }; struct UB_VS_FS_Base { float proj[16]; float view[16]; float world[16]; float tex[16]; // not that common, may want to break out float uvScaleOffset[4]; float depthRange[4]; float fogCoef[4]; float matAmbient[4]; // Fragment data float fogColor[4]; float texEnvColor[4]; float alphaColorRef[4]; float colorTestMask[4]; float stencilReplace[4]; // only first float used float blendFixA[4]; float blendFixB[4]; float texClamp[4]; float texClampOffset[4]; }; static const char *ub_baseStr = R"( mat4 proj_mtx; mat4 view_mtx; mat4 world_mtx; mat4 tex_mtx; vec4 uvscaleoffset; vec4 depthRange; vec2 fogCoef; vec4 matambientalpha; vec3 blendFixA; vec3 blendFixB; vec4 texclamp; vec2 texclampoff; vec4 alphacolorref; ivec4 alphacolormask; float stencilReplaceValue; vec3 texenv; vec3 fogcolor; )"; struct UB_VS_Lights { float ambientColor[4]; float materialDiffuse[4]; float materialSpecular[4]; float materialEmissive[4]; float lpos[4][4]; float ldir[4][4]; float latt[4][4]; float lightAngle[4][4]; // TODO: Merge with lightSpotCoef, use .xy float lightSpotCoef[4][4]; float lightAmbient[4][4]; float lightDiffuse[4][4]; float lightSpecular[4][4]; }; static const char *ub_vs_lightsStr = R"(vec4 globalAmbient; vec3 matdiffuse; vec4 matspecular; vec3 matemissive; vec3 pos[4]; vec3 dir[4]; vec3 att[4]; float angle[4]; float spotCoef[4]; vec3 ambient[4]; vec3 diffuse[4]; vec3 specular[4]; )"; struct UB_VS_Bones { float bones[8][16]; }; static const char *ub_vs_bonesStr = R"(mat4 m[8]; )"; class VulkanFragmentShader { public: VulkanFragmentShader(VulkanContext *vulkan, ShaderID id, const char *code, bool useHWTransform); ~VulkanFragmentShader(); const std::string &source() const { return source_; } bool Failed() const { return failed_; } bool UseHWTransform() const { return useHWTransform_; } std::string GetShaderString(DebugShaderStringType type) const; VkShaderModule GetModule() const { return module_; } protected: VkShaderModule module_; VulkanContext *vulkan_; std::string source_; bool failed_; bool useHWTransform_; ShaderID id_; }; class VulkanVertexShader { public: VulkanVertexShader(VulkanContext *vulkan, ShaderID id, const char *code, int vertType, bool useHWTransform); ~VulkanVertexShader(); const std::string &source() const { return source_; } bool Failed() const { return failed_; } bool UseHWTransform() const { return useHWTransform_; } std::string GetShaderString(DebugShaderStringType type) const; VkShaderModule GetModule() const { return module_; } protected: VkShaderModule module_; VulkanContext *vulkan_; std::string source_; bool failed_; bool useHWTransform_; ShaderID id_; }; class ShaderManagerVulkan { public: ShaderManagerVulkan(VulkanContext *vulkan); ~ShaderManagerVulkan(); void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected void GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, bool useHWTransform); void DirtyShader(); void DirtyLastShader(); 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); void UpdateUniforms(); void DirtyUniform(u32 what) { globalDirty_ |= what; } // 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; } uint32_t PushBaseBuffer(VulkanPushBuffer *dest); uint32_t PushLightBuffer(VulkanPushBuffer *dest); uint32_t PushBoneBuffer(VulkanPushBuffer *dest); private: void BaseUpdateUniforms(int dirtyUniforms); void LightUpdateUniforms(int dirtyUniforms); void BoneUpdateUniforms(int dirtyUniforms); void Clear(); VulkanContext *vulkan_; typedef std::map FSCache; FSCache fsCache_; typedef std::map VSCache; VSCache vsCache_; char *codeBuffer_; uint32_t globalDirty_; uint32_t uboAlignment_; // 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; VulkanFragmentShader *lastFShader_; VulkanVertexShader *lastVShader_; ShaderID lastFSID_; ShaderID lastVSID_; };