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authorNeoBrainX <NeoBrainX@gmail.com>2013-04-25 13:30:41 +0200
committerNeoBrainX <NeoBrainX@gmail.com>2013-04-25 13:30:41 +0200
commiteef95fa4c5919bf93335e10dd61cd5a9fd6a5f6d (patch)
tree88b94ebd1d6c3b4ca6f941aaccd2e54260d4d1ef /Source/Core/VideoCommon
parent7480f5dfd678bd5bb6b05b309155c81cfa2c42f5 (diff)
ShaderGenCommon: Adding documentation.
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/Src/ShaderGenCommon.h52
1 files changed, 51 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/Src/ShaderGenCommon.h b/Source/Core/VideoCommon/Src/ShaderGenCommon.h
index e148fac54c..4b3d16b8d7 100644
--- a/Source/Core/VideoCommon/Src/ShaderGenCommon.h
+++ b/Source/Core/VideoCommon/Src/ShaderGenCommon.h
@@ -27,18 +27,55 @@
#include "CommonTypes.h"
#include "VideoCommon.h"
+/**
+ * Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader)
+ * In particular, this includes the shader code generator (ShaderCode).
+ * A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
+ * 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.
+ * Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks.
+ */
class ShaderGeneratorInterface
{
public:
+ /*
+ * Used when the shader generator would write a piece of ShaderCode.
+ * Can be used like printf.
+ * @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.
+ */
void Write(const char* fmt, ...) {}
+
+ /*
+ * Returns a read pointer to the internal buffer.
+ * @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here
+ * @note SetBuffer() should be called before using GetBuffer().
+ */
const char* GetBuffer() { return NULL; }
+
+ /*
+ * Can be used to give the object a place to write to. This should be called before using Write().
+ * @param buffer pointer to a char buffer that the object can write to
+ */
void SetBuffer(char* buffer) { }
+
+ /*
+ * Tells us that a specific constant range (including last_index) is being used by the shader
+ */
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
+ /*
+ * Returns a pointer to an internally stored object of the uid_data type.
+ * @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)
+ */
template<class uid_data>
uid_data& GetUidData() { return *(uid_data*)NULL; }
};
+/**
+ * Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
+ * uid_data can be any struct of parameters that uniquely identify each shader code output.
+ * Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
+ * Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
+ */
template<class uid_data>
class ShaderUid : public ShaderGeneratorInterface
{
@@ -59,9 +96,10 @@ public:
return memcmp(this->values, obj.values, sizeof(values)) != 0;
}
- // TODO: Store last frame used and order by that? makes much more sense anyway...
+ // determines the storage order inside STL containers
bool operator < (const ShaderUid& obj) const
{
+ // TODO: Store last frame used and order by that? makes much more sense anyway...
for (unsigned int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i)
{
if (this->values[i] < obj.values[i])
@@ -107,6 +145,9 @@ private:
char* write_ptr;
};
+/**
+ * Generates a shader constant profile which can be used to query which constants are used in a shader
+ */
class ShaderConstantProfile : public ShaderGeneratorInterface
{
public:
@@ -120,6 +161,7 @@ public:
inline bool ConstantIsUsed(unsigned int index)
{
+ // TODO: Not ready for usage yet
return true;
// return constant_usage[index];
}
@@ -154,6 +196,10 @@ static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const
object.Write(";\n");
}
+/**
+ * Common uid data used for shader generators that use lighting calculations.
+ * Expected to be stored as a member called "lighting".
+ */
struct LightingUidData
{
struct
@@ -167,9 +213,13 @@ struct LightingUidData
} lit_chans[4];
};
+/**
+ * Checks if there has been
+ */
template<class UidT, class CodeT>
void CheckForUidMismatch(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
{
+ // TODO: Might be sensitive to config changes
static std::map<UidT,std::string> s_shaders;
static std::vector<UidT> s_uids;