136 lines
4.1 KiB
C++
136 lines
4.1 KiB
C++
// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include "common/vector_math.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/regs_lighting.h"
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namespace Core {
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class System;
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}
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namespace Frontend {
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class EmuWindow;
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}
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namespace Pica {
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struct Regs;
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struct ShaderRegs;
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} // namespace Pica
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namespace Pica::Shader {
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struct ShaderSetup;
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}
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namespace OpenGL {
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enum class UniformBindings : u32 { Common, VS, GS };
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struct LightSrc {
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alignas(16) Common::Vec3f specular_0;
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alignas(16) Common::Vec3f specular_1;
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alignas(16) Common::Vec3f diffuse;
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alignas(16) Common::Vec3f ambient;
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alignas(16) Common::Vec3f position;
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alignas(16) Common::Vec3f spot_direction; // negated
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float dist_atten_bias;
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float dist_atten_scale;
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};
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/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
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// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
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// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
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// Not following that rule will cause problems on some AMD drivers.
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struct UniformData {
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int framebuffer_scale;
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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int shadow_texture_bias;
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alignas(16) Common::Vec4i lighting_lut_offset[Pica::LightingRegs::NumLightingSampler / 4];
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alignas(16) Common::Vec3f fog_color;
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alignas(8) Common::Vec2f proctex_noise_f;
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alignas(8) Common::Vec2f proctex_noise_a;
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alignas(8) Common::Vec2f proctex_noise_p;
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alignas(16) Common::Vec3f lighting_global_ambient;
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LightSrc light_src[8];
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alignas(16) Common::Vec4f const_color[6]; // A vec4 color for each of the six tev stages
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alignas(16) Common::Vec4f tev_combiner_buffer_color;
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alignas(16) Common::Vec4f clip_coef;
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};
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static_assert(sizeof(UniformData) == 0x4F0,
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"The size of the UniformData does not match the structure in the shader");
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static_assert(sizeof(UniformData) < 16384,
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"UniformData structure must be less than 16kb as per the OpenGL spec");
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/// Uniform struct for the Uniform Buffer Object that contains PICA vertex/geometry shader uniforms.
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// NOTE: the same rule from UniformData also applies here.
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struct PicaUniformsData {
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void SetFromRegs(const Pica::ShaderRegs& regs, const Pica::Shader::ShaderSetup& setup);
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struct BoolAligned {
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alignas(16) int b;
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};
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std::array<BoolAligned, 16> bools;
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alignas(16) std::array<Common::Vec4u, 4> i;
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alignas(16) std::array<Common::Vec4f, 96> f;
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};
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struct VSUniformData {
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PicaUniformsData uniforms;
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};
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static_assert(sizeof(VSUniformData) == 1856,
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"The size of the VSUniformData does not match the structure in the shader");
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static_assert(sizeof(VSUniformData) < 16384,
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"VSUniformData structure must be less than 16kb as per the OpenGL spec");
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class OpenGLState;
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/// A class that manage different shader stages and configures them with given config data.
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class ShaderProgramManager {
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public:
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ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable, bool is_amd);
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~ShaderProgramManager();
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void LoadDiskCache(const std::atomic_bool& stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback);
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bool UseProgrammableVertexShader(const Pica::Regs& config, Pica::Shader::ShaderSetup& setup);
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void UseTrivialVertexShader();
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void UseFixedGeometryShader(const Pica::Regs& regs);
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void UseTrivialGeometryShader();
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void UseFragmentShader(const Pica::Regs& config);
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void ApplyTo(OpenGLState& state);
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private:
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class Impl;
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std::unique_ptr<Impl> impl;
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Frontend::EmuWindow& emu_window;
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};
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} // namespace OpenGL
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