Merge pull request #6026 from stenzek/d3d-ubershader-logicop

ShaderGen: Output uint when logic op is enabled for D3D ubershaders
This commit is contained in:
Stenzek 2017-09-06 18:33:47 +10:00 committed by GitHub
commit 1073053df9
7 changed files with 49 additions and 15 deletions

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@ -593,6 +593,7 @@ bool PixelShaderCache::SetShader()
return SetUberShader();
PixelShaderUid uid = GetPixelShaderUid();
ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
if (last_entry && uid == last_uid)
{
if (last_entry->pending)
@ -656,6 +657,7 @@ bool PixelShaderCache::SetShader()
bool PixelShaderCache::SetUberShader()
{
UberShader::PixelShaderUid uid = UberShader::GetPixelShaderUid();
UberShader::ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
if (last_uber_entry && last_uber_uid == uid)
{

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@ -231,6 +231,7 @@ SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat*
uid.puid = GetPixelShaderUid();
uid.vuid = GetVertexShaderUid();
uid.guid = GetGeometryShaderUid(primitive_type);
ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
// Check if the shader is already set
if (last_entry && uid == last_uid)
@ -298,6 +299,7 @@ SHADER* ProgramShaderCache::SetUberShader(u32 primitive_type, const GLVertexForm
uid.puid = UberShader::GetPixelShaderUid();
uid.vuid = UberShader::GetVertexShaderUid();
uid.guid = GetGeometryShaderUid(primitive_type);
UberShader::ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
// We need to use the ubershader vertex format with all attributes enabled.
// 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)
{
VertexShaderUid vs_uid = GetVertexShaderUid();
PixelShaderUid ps_uid = GetPixelShaderUid();
bool changed = false;
ClearUnusedPixelShaderUidBits(APIType::Vulkan, &ps_uid);
bool changed = false;
bool use_ubershaders = g_ActiveConfig.bDisableSpecializedShaders;
if (g_ActiveConfig.CanBackgroundCompileShaders() && !g_ActiveConfig.bDisableSpecializedShaders)
{
@ -405,6 +406,7 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
}
UberShader::PixelShaderUid uber_ps_uid = UberShader::GetPixelShaderUid();
UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_ps_uid);
VkShaderModule ps = g_shader_cache->GetPixelUberShaderForUid(uber_ps_uid);
if (ps != m_pipeline_state.ps)
{
@ -983,6 +985,7 @@ VkPipeline StateTracker::GetPipelineAndCacheUID()
PipelineInfo uber_info = m_pipeline_state;
UberShader::VertexShaderUid uber_vuid = UberShader::GetVertexShaderUid();
UberShader::PixelShaderUid uber_puid = UberShader::GetPixelShaderUid();
UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_puid);
uber_info.vs = g_shader_cache->GetVertexUberShaderForUid(uber_vuid);
uber_info.ps = g_shader_cache->GetPixelUberShaderForUid(uber_puid);

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@ -322,6 +322,16 @@ PixelShaderUid GetPixelShaderUid()
return out;
}
void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid)
{
pixel_shader_uid_data* uid_data = uid->GetUidData<pixel_shader_uid_data>();
// OpenGL and Vulkan convert implicitly normalized color outputs to their uint representation.
// Therefore, it is not necessary to use a uint output on these backends.
if (ApiType != APIType::D3D)
uid_data->uint_output = 0;
}
void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
bool per_pixel_lighting, bool bounding_box)
{

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@ -162,5 +162,5 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
const pixel_shader_uid_data* uid_data);
void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
bool per_pixel_lighting, bool bounding_box);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data);
void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid);
PixelShaderUid GetPixelShaderUid();

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@ -29,6 +29,16 @@ PixelShaderUid GetPixelShaderUid()
return out;
}
void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid)
{
pixel_ubershader_uid_data* uid_data = uid->GetUidData<pixel_ubershader_uid_data>();
// OpenGL and Vulkan convert implicitly normalized color outputs to their uint representation.
// Therefore, it is not necessary to use a uint output on these backends.
if (ApiType != APIType::D3D)
uid_data->uint_output = 0;
}
ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
const pixel_ubershader_uid_data* uid_data)
{
@ -654,13 +664,19 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
if (early_depth && host_config.backend_early_z)
out.Write("[earlydepthstencil]\n");
out.Write("void main(\n"
" out float4 ocol0 : SV_Target0,\n"
" out float4 ocol1 : SV_Target1,\n"
" %s\n",
per_pixel_depth ? "\n out float depth : SV_Depth," : "");
out.Write("void main(\n");
if (uid_data->uint_output)
{
out.Write(" out uint4 ocol0 : SV_Target,\n");
}
else
{
out.Write(" out float4 ocol0 : SV_Target0,\n"
" out float4 ocol1 : SV_Target1,\n");
}
if (per_pixel_depth)
out.Write(" out float depth : SV_Depth,\n");
out.Write(" in float4 rawpos : SV_Position,\n");
out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
out.Write(" in %s float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa));
@ -1186,14 +1202,14 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write(" else\n"
" ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
" \n");
}
if (use_dual_source)
{
out.Write(" // Dest alpha override (dual source blending)\n"
" // Colors will be blended against the alpha from ocol1 and\n"
" // the alpha from ocol0 will be written to the framebuffer.\n"
" ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n");
if (use_dual_source)
{
out.Write(" // Dest alpha override (dual source blending)\n"
" // Colors will be blended against the alpha from ocol1 and\n"
" // the alpha from ocol0 will be written to the framebuffer.\n"
" ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n");
}
}
if (bounding_box)

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@ -29,4 +29,5 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
const pixel_ubershader_uid_data* uid_data);
void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>& callback);
void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid);
}