suyu/src/video_core/renderer_opengl/gl_shader_gen.h
2018-10-06 11:27:54 -04:00

204 lines
5.5 KiB
C++

// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <string>
#include <vector>
#include "common/common_types.h"
#include "video_core/engines/shader_bytecode.h"
namespace OpenGL::GLShader {
constexpr std::size_t MAX_PROGRAM_CODE_LENGTH{0x1000};
using ProgramCode = std::vector<u64>;
class ConstBufferEntry {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
public:
void MarkAsUsed(u64 index, u64 offset, Maxwell::ShaderStage stage) {
is_used = true;
this->index = static_cast<unsigned>(index);
this->stage = stage;
max_offset = std::max(max_offset, static_cast<unsigned>(offset));
}
void MarkAsUsedIndirect(u64 index, Maxwell::ShaderStage stage) {
is_used = true;
is_indirect = true;
this->index = static_cast<unsigned>(index);
this->stage = stage;
}
bool IsUsed() const {
return is_used;
}
bool IsIndirect() const {
return is_indirect;
}
unsigned GetIndex() const {
return index;
}
unsigned GetSize() const {
return max_offset + 1;
}
std::string GetName() const {
return BufferBaseNames[static_cast<std::size_t>(stage)] + std::to_string(index);
}
u32 GetHash() const {
return (static_cast<u32>(stage) << 16) | index;
}
private:
static constexpr std::array<const char*, Maxwell::MaxShaderStage> BufferBaseNames = {
"buffer_vs_c", "buffer_tessc_c", "buffer_tesse_c", "buffer_gs_c", "buffer_fs_c",
};
bool is_used{};
bool is_indirect{};
unsigned index{};
unsigned max_offset{};
Maxwell::ShaderStage stage;
};
class SamplerEntry {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
public:
SamplerEntry(Maxwell::ShaderStage stage, std::size_t offset, std::size_t index,
Tegra::Shader::TextureType type, bool is_array, bool is_shadow)
: offset(offset), stage(stage), sampler_index(index), type(type), is_array(is_array),
is_shadow(is_shadow) {}
std::size_t GetOffset() const {
return offset;
}
std::size_t GetIndex() const {
return sampler_index;
}
Maxwell::ShaderStage GetStage() const {
return stage;
}
std::string GetName() const {
return std::string(TextureSamplerNames[static_cast<std::size_t>(stage)]) + '_' +
std::to_string(sampler_index);
}
std::string GetTypeString() const {
using Tegra::Shader::TextureType;
std::string glsl_type;
switch (type) {
case TextureType::Texture1D:
glsl_type = "sampler1D";
break;
case TextureType::Texture2D:
glsl_type = "sampler2D";
break;
case TextureType::Texture3D:
glsl_type = "sampler3D";
break;
case TextureType::TextureCube:
glsl_type = "samplerCube";
break;
default:
UNIMPLEMENTED();
}
if (is_array)
glsl_type += "Array";
if (is_shadow)
glsl_type += "Shadow";
return glsl_type;
}
Tegra::Shader::TextureType GetType() const {
return type;
}
bool IsArray() const {
return is_array;
}
bool IsShadow() const {
return is_shadow;
}
u32 GetHash() const {
return (static_cast<u32>(stage) << 16) | static_cast<u32>(sampler_index);
}
static std::string GetArrayName(Maxwell::ShaderStage stage) {
return TextureSamplerNames[static_cast<std::size_t>(stage)];
}
private:
static constexpr std::array<const char*, Maxwell::MaxShaderStage> TextureSamplerNames = {
"tex_vs", "tex_tessc", "tex_tesse", "tex_gs", "tex_fs",
};
/// Offset in TSC memory from which to read the sampler object, as specified by the sampling
/// instruction.
std::size_t offset;
Maxwell::ShaderStage stage; ///< Shader stage where this sampler was used.
std::size_t sampler_index; ///< Value used to index into the generated GLSL sampler array.
Tegra::Shader::TextureType type; ///< The type used to sample this texture (Texture2D, etc)
bool is_array; ///< Whether the texture is being sampled as an array texture or not.
bool is_shadow; ///< Whether the texture is being sampled as a depth texture or not.
};
struct ShaderEntries {
std::vector<ConstBufferEntry> const_buffer_entries;
std::vector<SamplerEntry> texture_samplers;
};
using ProgramResult = std::pair<std::string, ShaderEntries>;
struct ShaderSetup {
explicit ShaderSetup(ProgramCode program_code) {
program.code = std::move(program_code);
}
struct {
ProgramCode code;
ProgramCode code_b; // Used for dual vertex shaders
} program;
/// Used in scenarios where we have a dual vertex shaders
void SetProgramB(ProgramCode&& program_b) {
program.code_b = std::move(program_b);
has_program_b = true;
}
bool IsDualProgram() const {
return has_program_b;
}
private:
bool has_program_b{};
};
/**
* Generates the GLSL vertex shader program source code for the given VS program
* @returns String of the shader source code
*/
ProgramResult GenerateVertexShader(const ShaderSetup& setup);
/**
* Generates the GLSL fragment shader program source code for the given FS program
* @returns String of the shader source code
*/
ProgramResult GenerateFragmentShader(const ShaderSetup& setup);
} // namespace OpenGL::GLShader