GPU/HW: Split shadergen to seperate class

This commit is contained in:
Connor McLaughlin
2019-11-03 13:36:54 +10:00
parent 91c99f0226
commit be81d08109
10 changed files with 624 additions and 590 deletions

View File

@ -8,6 +8,22 @@
class GPU_HW : public GPU
{
public:
enum class BatchPrimitive : u8
{
Lines = 0,
LineStrip = 1,
Triangles = 2,
TriangleStrip = 3
};
enum class BatchRenderMode : u8
{
TransparencyDisabled,
TransparentAndOpaque,
OnlyOpaque,
OnlyTransparent
};
GPU_HW();
virtual ~GPU_HW();
@ -16,23 +32,7 @@ public:
virtual void UpdateSettings() override;
protected:
enum class HWPrimitive : u8
{
Lines = 0,
LineStrip = 1,
Triangles = 2,
TriangleStrip = 3
};
enum class HWBatchRenderMode : u8
{
TransparencyDisabled,
TransparentAndOpaque,
OnlyOpaque,
OnlyTransparent
};
struct HWVertex
struct BatchVertex
{
s32 x;
s32 y;
@ -55,9 +55,9 @@ protected:
}
};
struct HWBatchConfig
struct BatchConfig
{
HWPrimitive primitive;
BatchPrimitive primitive;
TextureMode texture_mode;
TransparencyMode transparency_mode;
bool dithering;
@ -71,14 +71,14 @@ protected:
}
// Returns the render mode for this batch.
HWBatchRenderMode GetRenderMode() const
BatchRenderMode GetRenderMode() const
{
return transparency_mode == TransparencyMode::Disabled ? HWBatchRenderMode::TransparencyDisabled :
HWBatchRenderMode::TransparentAndOpaque;
return transparency_mode == TransparencyMode::Disabled ? BatchRenderMode::TransparencyDisabled :
BatchRenderMode::TransparentAndOpaque;
}
};
struct HWBatchUBOData
struct BatchUBOData
{
s32 u_pos_offset[2];
u32 u_texture_window_mask[2];
@ -90,7 +90,7 @@ protected:
static constexpr u32 VRAM_UPDATE_TEXTURE_BUFFER_SIZE = VRAM_WIDTH * VRAM_HEIGHT * sizeof(u32);
static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
static constexpr u32 MIN_BATCH_VERTEX_COUNT = 6;
static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex);
static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(BatchVertex);
static constexpr u32 UNIFORM_BUFFER_SIZE = 512 * 1024;
static constexpr std::tuple<float, float, float, float> RGBA8ToFloat(u32 rgba)
@ -121,31 +121,21 @@ protected:
return std::make_tuple(x * s32(m_resolution_scale), y * s32(m_resolution_scale));
}
std::string GenerateVertexShader(bool textured);
std::string GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode, bool dithering);
std::string GenerateScreenQuadVertexShader();
std::string GenerateFillFragmentShader();
std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
std::string GenerateVRAMWriteFragmentShader();
HWVertex* m_batch_start_vertex_ptr = nullptr;
HWVertex* m_batch_end_vertex_ptr = nullptr;
HWVertex* m_batch_current_vertex_ptr = nullptr;
BatchVertex* m_batch_start_vertex_ptr = nullptr;
BatchVertex* m_batch_end_vertex_ptr = nullptr;
BatchVertex* m_batch_current_vertex_ptr = nullptr;
u32 m_batch_base_vertex = 0;
u32 m_resolution_scale = 1;
u32 m_max_resolution_scale = 1;
bool m_true_color = false;
HWBatchConfig m_batch = {};
HWBatchUBOData m_batch_ubo_data = {};
BatchConfig m_batch = {};
BatchUBOData m_batch_ubo_data = {};
bool m_batch_ubo_dirty = true;
private:
static HWPrimitive GetPrimitiveForCommand(RenderCommand rc);
void GenerateShaderHeader(std::stringstream& ss);
void GenerateBatchUniformBuffer(std::stringstream& ss);
static BatchPrimitive GetPrimitiveForCommand(RenderCommand rc);
void LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr);
void AddDuplicateVertex();