Merge pull request #6026 from stenzek/d3d-ubershader-logicop
ShaderGen: Output uint when logic op is enabled for D3D ubershaders
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commit
1073053df9
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@ -593,6 +593,7 @@ bool PixelShaderCache::SetShader()
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return SetUberShader();
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PixelShaderUid uid = GetPixelShaderUid();
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ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
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if (last_entry && uid == last_uid)
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{
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if (last_entry->pending)
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@ -656,6 +657,7 @@ bool PixelShaderCache::SetShader()
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bool PixelShaderCache::SetUberShader()
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{
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UberShader::PixelShaderUid uid = UberShader::GetPixelShaderUid();
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UberShader::ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
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if (last_uber_entry && last_uber_uid == uid)
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{
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@ -231,6 +231,7 @@ SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat*
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uid.puid = GetPixelShaderUid();
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uid.vuid = GetVertexShaderUid();
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uid.guid = GetGeometryShaderUid(primitive_type);
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ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
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// Check if the shader is already set
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if (last_entry && uid == last_uid)
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@ -298,6 +299,7 @@ SHADER* ProgramShaderCache::SetUberShader(u32 primitive_type, const GLVertexForm
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uid.puid = UberShader::GetPixelShaderUid();
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uid.vuid = UberShader::GetVertexShaderUid();
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uid.guid = GetGeometryShaderUid(primitive_type);
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UberShader::ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
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// We need to use the ubershader vertex format with all attributes enabled.
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// Otherwise, the NV driver can generate variants for the vertex shaders.
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@ -338,8 +338,9 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
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{
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VertexShaderUid vs_uid = GetVertexShaderUid();
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PixelShaderUid ps_uid = GetPixelShaderUid();
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bool changed = false;
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ClearUnusedPixelShaderUidBits(APIType::Vulkan, &ps_uid);
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bool changed = false;
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bool use_ubershaders = g_ActiveConfig.bDisableSpecializedShaders;
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if (g_ActiveConfig.CanBackgroundCompileShaders() && !g_ActiveConfig.bDisableSpecializedShaders)
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{
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@ -405,6 +406,7 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
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}
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UberShader::PixelShaderUid uber_ps_uid = UberShader::GetPixelShaderUid();
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UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_ps_uid);
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VkShaderModule ps = g_shader_cache->GetPixelUberShaderForUid(uber_ps_uid);
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if (ps != m_pipeline_state.ps)
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{
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@ -983,6 +985,7 @@ VkPipeline StateTracker::GetPipelineAndCacheUID()
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PipelineInfo uber_info = m_pipeline_state;
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UberShader::VertexShaderUid uber_vuid = UberShader::GetVertexShaderUid();
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UberShader::PixelShaderUid uber_puid = UberShader::GetPixelShaderUid();
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UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_puid);
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uber_info.vs = g_shader_cache->GetVertexUberShaderForUid(uber_vuid);
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uber_info.ps = g_shader_cache->GetPixelUberShaderForUid(uber_puid);
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@ -322,6 +322,16 @@ PixelShaderUid GetPixelShaderUid()
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return out;
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}
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void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid)
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{
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pixel_shader_uid_data* uid_data = uid->GetUidData<pixel_shader_uid_data>();
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// OpenGL and Vulkan convert implicitly normalized color outputs to their uint representation.
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// Therefore, it is not necessary to use a uint output on these backends.
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if (ApiType != APIType::D3D)
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uid_data->uint_output = 0;
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}
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void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
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bool per_pixel_lighting, bool bounding_box)
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{
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@ -162,5 +162,5 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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const pixel_shader_uid_data* uid_data);
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void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
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bool per_pixel_lighting, bool bounding_box);
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ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data);
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void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid);
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PixelShaderUid GetPixelShaderUid();
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@ -29,6 +29,16 @@ PixelShaderUid GetPixelShaderUid()
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return out;
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}
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void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid)
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{
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pixel_ubershader_uid_data* uid_data = uid->GetUidData<pixel_ubershader_uid_data>();
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// OpenGL and Vulkan convert implicitly normalized color outputs to their uint representation.
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// Therefore, it is not necessary to use a uint output on these backends.
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if (ApiType != APIType::D3D)
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uid_data->uint_output = 0;
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}
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ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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const pixel_ubershader_uid_data* uid_data)
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{
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@ -654,13 +664,19 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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if (early_depth && host_config.backend_early_z)
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out.Write("[earlydepthstencil]\n");
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out.Write("void main(\n"
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" out float4 ocol0 : SV_Target0,\n"
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" out float4 ocol1 : SV_Target1,\n"
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" %s\n",
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per_pixel_depth ? "\n out float depth : SV_Depth," : "");
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out.Write("void main(\n");
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if (uid_data->uint_output)
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{
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out.Write(" out uint4 ocol0 : SV_Target,\n");
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}
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else
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{
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out.Write(" out float4 ocol0 : SV_Target0,\n"
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" out float4 ocol1 : SV_Target1,\n");
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}
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if (per_pixel_depth)
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out.Write(" out float depth : SV_Depth,\n");
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out.Write(" in float4 rawpos : SV_Position,\n");
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out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
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out.Write(" in %s float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa));
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@ -1186,14 +1202,14 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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out.Write(" else\n"
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" ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
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" \n");
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}
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if (use_dual_source)
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{
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out.Write(" // Dest alpha override (dual source blending)\n"
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" // Colors will be blended against the alpha from ocol1 and\n"
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" // the alpha from ocol0 will be written to the framebuffer.\n"
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" ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n");
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if (use_dual_source)
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{
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out.Write(" // Dest alpha override (dual source blending)\n"
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" // Colors will be blended against the alpha from ocol1 and\n"
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" // the alpha from ocol0 will be written to the framebuffer.\n"
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" ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n");
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}
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}
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if (bounding_box)
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@ -29,4 +29,5 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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const pixel_ubershader_uid_data* uid_data);
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void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>& callback);
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void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid);
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}
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