#pragma once #include "../Program/FragmentProgramDecompiler.h" #include "../Program/GLSLTypes.h" #include "VulkanAPI.h" #include "VKProgramPipeline.h" #include "vkutils/pipeline_binding_table.h" namespace vk { class shader_interpreter; } class VKFragmentDecompilerThread : public FragmentProgramDecompiler { friend class vk::shader_interpreter; std::string& m_shader; ParamArray& m_parrDummy; std::vector inputs; class VKFragmentProgram *vk_prog; glsl::shader_properties m_shader_props{}; void prepareBindingTable(); public: VKFragmentDecompilerThread(std::string& shader, ParamArray& parr, const RSXFragmentProgram &prog, u32& size, class VKFragmentProgram& dst) : FragmentProgramDecompiler(prog, size) , m_shader(shader) , m_parrDummy(parr) , vk_prog(&dst) { } void Task(); const std::vector& get_inputs() { return inputs; } protected: std::string getFloatTypeName(usz elementCount) override; std::string getHalfTypeName(usz elementCount) override; std::string getFunction(FUNCTION) override; std::string compareFunction(COMPARE, const std::string&, const std::string&) override; void insertHeader(std::stringstream &OS) override; void insertInputs(std::stringstream &OS) override; void insertOutputs(std::stringstream &OS) override; void insertConstants(std::stringstream &OS) override; void insertGlobalFunctions(std::stringstream &OS) override; void insertMainStart(std::stringstream &OS) override; void insertMainEnd(std::stringstream &OS) override; }; /** Storage for an Fragment Program in the process of of recompilation. * This class calls OpenGL functions and should only be used from the RSX/Graphics thread. */ class VKFragmentProgram { public: VKFragmentProgram(); ~VKFragmentProgram(); ParamArray parr; VkShaderModule handle = nullptr; u32 id; vk::glsl::shader shader; std::vector FragmentConstantOffsetCache; std::array output_color_masks{ {} }; std::vector uniforms; struct { u32 context_buffer_location = umax; // Rasterizer context u32 cbuf_location = umax; // Constants register file u32 tex_param_location = umax; // Texture configuration data u32 polygon_stipple_params_location = umax; // Polygon stipple settings u32 ftex_location[16]; // Texture locations array u32 ftex_stencil_location[16]; // Texture stencil mirror array } binding_table; void SetInputs(std::vector& inputs); /** * Decompile a fragment shader located in the PS3's Memory. This function operates synchronously. * @param prog RSXShaderProgram specifying the location and size of the shader in memory */ void Decompile(const RSXFragmentProgram& prog); /** Compile the decompiled fragment shader into a format we can use with OpenGL. */ void Compile(); private: /** Deletes the shader and any stored information */ void Delete(); };