rpcsx/rpcs3/Emu/RSX/VK/VKFragmentProgram.h
kd-11 db5d03c340 vk: Generate dynamic binding table based on the capability of the drivers
- This alleviates constraints imposed on shaders to allow running on some not-so-great platforms.
2020-01-09 15:38:23 +03:00

76 lines
2.4 KiB
C++

#pragma once
#include "../Common/FragmentProgramDecompiler.h"
#include "../Common/GLSLTypes.h"
#include "Emu/RSX/RSXFragmentProgram.h"
#include "VulkanAPI.h"
#include "VKHelpers.h"
struct VKFragmentDecompilerThread : public FragmentProgramDecompiler
{
std::string& m_shader;
ParamArray& m_parrDummy;
std::vector<vk::glsl::program_input> inputs;
class VKFragmentProgram *vk_prog;
glsl::shader_properties m_shader_props{};
vk::pipeline_binding_table m_binding_table{};
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(size_t elementCount) override;
std::string getHalfTypeName(size_t 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<size_t> FragmentConstantOffsetCache;
std::array<u32, 4> output_color_masks{ {} };
std::vector<vk::glsl::program_input> uniforms;
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
* @param td texture dimensions of input textures
*/
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();
};