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94 lines
2.9 KiB
C++
94 lines
2.9 KiB
C++
#pragma once
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#include "../Program/FragmentProgramDecompiler.h"
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#include "../Program/GLSLTypes.h"
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#include "VulkanAPI.h"
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#include "VKProgramPipeline.h"
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#include "vkutils/pipeline_binding_table.h"
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namespace vk
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{
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class shader_interpreter;
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}
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class VKFragmentDecompilerThread : public FragmentProgramDecompiler
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{
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friend class vk::shader_interpreter;
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std::string& m_shader;
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ParamArray& m_parrDummy;
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std::vector<vk::glsl::program_input> inputs;
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class VKFragmentProgram *vk_prog;
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glsl::shader_properties m_shader_props{};
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void prepareBindingTable();
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public:
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VKFragmentDecompilerThread(std::string& shader, ParamArray& parr, const RSXFragmentProgram &prog, u32& size, class VKFragmentProgram& dst)
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: FragmentProgramDecompiler(prog, size)
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, m_shader(shader)
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, m_parrDummy(parr)
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, vk_prog(&dst)
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{
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}
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void Task();
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const std::vector<vk::glsl::program_input>& get_inputs() { return inputs; }
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protected:
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std::string getFloatTypeName(usz elementCount) override;
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std::string getHalfTypeName(usz elementCount) override;
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std::string getFunction(FUNCTION) override;
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std::string compareFunction(COMPARE, const std::string&, const std::string&) override;
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void insertHeader(std::stringstream &OS) override;
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void insertInputs(std::stringstream &OS) override;
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void insertOutputs(std::stringstream &OS) override;
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void insertConstants(std::stringstream &OS) override;
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void insertGlobalFunctions(std::stringstream &OS) override;
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void insertMainStart(std::stringstream &OS) override;
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void insertMainEnd(std::stringstream &OS) override;
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};
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/** Storage for an Fragment Program in the process of of recompilation.
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* This class calls OpenGL functions and should only be used from the RSX/Graphics thread.
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*/
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class VKFragmentProgram
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{
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public:
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VKFragmentProgram();
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~VKFragmentProgram();
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ParamArray parr;
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VkShaderModule handle = nullptr;
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u32 id;
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vk::glsl::shader shader;
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std::vector<usz> FragmentConstantOffsetCache;
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std::array<u32, 4> output_color_masks{ {} };
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std::vector<vk::glsl::program_input> uniforms;
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struct
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{
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u32 context_buffer_location = umax; // Rasterizer context
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u32 cbuf_location = umax; // Constants register file
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u32 tex_param_location = umax; // Texture configuration data
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u32 polygon_stipple_params_location = umax; // Polygon stipple settings
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u32 ftex_location[16]; // Texture locations array
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u32 ftex_stencil_location[16]; // Texture stencil mirror array
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} binding_table;
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void SetInputs(std::vector<vk::glsl::program_input>& inputs);
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/**
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* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
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* @param prog RSXShaderProgram specifying the location and size of the shader in memory
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*/
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void Decompile(const RSXFragmentProgram& prog);
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/** Compile the decompiled fragment shader into a format we can use with OpenGL. */
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void Compile();
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private:
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/** Deletes the shader and any stored information */
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void Delete();
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};
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