ShaderGenCommon: Adding documentation.
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@ -27,18 +27,55 @@
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#include "CommonTypes.h"
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#include "VideoCommon.h"
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/**
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* Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader)
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* In particular, this includes the shader code generator (ShaderCode).
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* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
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* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
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* Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks.
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*/
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class ShaderGeneratorInterface
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{
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public:
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/*
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* Used when the shader generator would write a piece of ShaderCode.
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* Can be used like printf.
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* @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
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*/
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void Write(const char* fmt, ...) {}
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/*
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* Returns a read pointer to the internal buffer.
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* @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here
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* @note SetBuffer() should be called before using GetBuffer().
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*/
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const char* GetBuffer() { return NULL; }
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/*
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* Can be used to give the object a place to write to. This should be called before using Write().
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* @param buffer pointer to a char buffer that the object can write to
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*/
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void SetBuffer(char* buffer) { }
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/*
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* Tells us that a specific constant range (including last_index) is being used by the shader
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*/
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inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
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/*
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* Returns a pointer to an internally stored object of the uid_data type.
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* @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against NULL access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators)
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*/
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template<class uid_data>
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uid_data& GetUidData() { return *(uid_data*)NULL; }
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};
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/**
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* Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
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* uid_data can be any struct of parameters that uniquely identify each shader code output.
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* Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
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* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
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*/
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template<class uid_data>
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class ShaderUid : public ShaderGeneratorInterface
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{
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@ -59,9 +96,10 @@ public:
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return memcmp(this->values, obj.values, sizeof(values)) != 0;
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}
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// TODO: Store last frame used and order by that? makes much more sense anyway...
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// determines the storage order inside STL containers
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bool operator < (const ShaderUid& obj) const
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{
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// TODO: Store last frame used and order by that? makes much more sense anyway...
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for (unsigned int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i)
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{
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if (this->values[i] < obj.values[i])
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@ -107,6 +145,9 @@ private:
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char* write_ptr;
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};
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/**
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* Generates a shader constant profile which can be used to query which constants are used in a shader
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*/
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class ShaderConstantProfile : public ShaderGeneratorInterface
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{
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public:
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@ -120,6 +161,7 @@ public:
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inline bool ConstantIsUsed(unsigned int index)
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{
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// TODO: Not ready for usage yet
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return true;
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// return constant_usage[index];
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}
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@ -154,6 +196,10 @@ static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const
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object.Write(";\n");
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}
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/**
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* Common uid data used for shader generators that use lighting calculations.
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* Expected to be stored as a member called "lighting".
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*/
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struct LightingUidData
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{
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struct
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@ -167,9 +213,13 @@ struct LightingUidData
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} lit_chans[4];
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};
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/**
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* Checks if there has been
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*/
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template<class UidT, class CodeT>
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void CheckForUidMismatch(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
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{
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// TODO: Might be sensitive to config changes
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static std::map<UidT,std::string> s_shaders;
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static std::vector<UidT> s_uids;
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