rpcs3/rpcs3/Emu/RSX/VK/VKFragmentProgram.h

94 lines
2.9 KiB
C++

#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<vk::glsl::program_input> 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<vk::glsl::program_input>& 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<usz> FragmentConstantOffsetCache;
std::array<u32, 4> output_color_masks{ {} };
std::vector<vk::glsl::program_input> 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<vk::glsl::program_input>& 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();
};