Files
ppsspp/GPU/Common/ShaderUniforms.h

144 lines
5.0 KiB
C++

#pragma once
#include <cstdint>
#include "ShaderCommon.h"
#include "Common/Math/math_util.h"
#include "GPU/GPUState.h"
// Used by the "modern" backends that use uniform buffers. They can share this without issue.
enum : uint64_t {
DIRTY_BASE_UNIFORMS =
DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_TEX_ALPHA_MUL | DIRTY_STENCILREPLACEVALUE |
DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_COLORWRITEMASK | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_MATAMBIENTALPHA |
DIRTY_DEPAL | DIRTY_VIEWPORT_UNIFORMS | DIRTY_RASTER_OFFSET,
DIRTY_LIGHT_UNIFORMS =
DIRTY_LIGHT_CONTROL | DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 |
DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
};
// Currently 480 bytes.
// Every line here is a 4-float.
struct alignas(16) UB_VS_FS_Base {
float proj[16];
float view[12];
float world[12];
float tex[12];
float xywh[4]; // later, we could invert w and h here to avoid division.
float vpScale[3]; float NaN;
float vpOffset[3]; float padding2;
float rasterOffset[2]; float minZmaxZ[2];
float uvScaleOffset[4];
float matAmbient[4];
uint32_t padding3; uint32_t depal_mask_shift_off_fmt; // 4 params packed into one.
uint32_t colorWriteMask; float mipBias;
// Fragment data
float texNoAlpha; float texMul; float texClampOffset[2];; // this vec4 will hold ubershader stuff. We won't use integer flags in the fragment shader.
float fogCoef[2]; float padding4[2];
float fogColor[3]; uint32_t alphaColorRef;
float texEnvColor[3]; uint32_t colorTestMask;
float texClamp[4];
float blendFixA[3]; float stencilReplaceValue;
float blendFixB[3]; float rotation;
// VR stuff is to go here, later. For normal drawing, we can then get away
// with just uploading the first X bytes of the struct (up to and including fogCoef).
};
static_assert(sizeof(UB_VS_FS_Base) <= 432, "UB_VS_FS_Base should be 432 bytes");
static const char * const ub_baseStr =
R"( mat4 u_proj;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_xywh;
vec3 u_vpScale; float u_NaN;
vec4 u_vpOffset;
vec2 u_rasterOffset; vec2 u_minZmaxZ;
vec4 u_uvscaleoffset;
vec4 u_matambientalpha;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; vec2 u_texclampoff;
vec2 u_fogcoef; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
)";
// 512 bytes. Would like to shrink more. Some colors only have 8-bit precision and we expand
// them to float unnecessarily, could just as well expand in the shader.
struct alignas(16) UB_VS_Lights {
float ambientColor[4];
float materialDiffuse[4];
float materialSpecular[4];
float materialEmissive[3];
uint32_t lightControl;
float lpos[4][4];
float ldir[4][4];
float latt[4][4];
float lightAngle_SpotCoef[4][4]; // TODO: Merge with lightSpotCoef, use .xy
float lightAmbient[4][4];
float lightDiffuse[4][4];
float lightSpecular[4][4];
};
static_assert(sizeof(UB_VS_Lights) == 512); // it's ok to optimize this, it's just an assumption check.
static const char * const ub_vs_lightsStr =
R"( vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
)";
// With some cleverness, we could get away with uploading just half this when only the four or five first
// bones are being used. This is 384b.
struct alignas(16) UB_VS_Bones {
float bones[8][12];
};
static_assert(sizeof(UB_VS_Bones) == 384); // No way to optimize this further.
static const char * const ub_vs_bonesStr =
R"( mat3x4 u_bone0; mat3x4 u_bone1; mat3x4 u_bone2; mat3x4 u_bone3; mat3x4 u_bone4; mat3x4 u_bone5; mat3x4 u_bone6; mat3x4 u_bone7; mat3x4 u_bone8;
)";
// useBufferedRendering is only used to determine the rotation uniform.
void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool useBufferedRendering);
void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms);
void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms);
uint32_t PackLightControlBits();
uint32_t PackDepalBits();
void UpdateFogCoef(const GEState &state, float fogCoef[2]);
// This happens so much that I want it inline.
inline void UpdateUVScaleOff(const GEState &state, float uvScaleOff[4]) {
float widthFactor;
float heightFactor;
if (gstate_c.textureIsFramebuffer) {
widthFactor = (float)gstate.getTextureWidth(0) / (float)gstate_c.curTextureWidth;
heightFactor = (float)gstate.getTextureHeight(0) / (float)gstate_c.curTextureHeight;
} else {
widthFactor = 1.0f;
heightFactor = 1.0f;
}
uvScaleOff[0] = widthFactor;
uvScaleOff[1] = heightFactor;
uvScaleOff[2] = 0.0f;
uvScaleOff[3] = 0.0f;
}