VideoCommon: Make IsPassthrough() a function of the ShaderUid.
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@ -211,7 +211,7 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
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last_uid = uid;
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// Check if the shader is a pass-through shader
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if (IsPassthroughGeometryShader(uid))
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if (uid.GetUidData()->IsPassthrough())
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{
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// Return the default pass-through shader
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last_entry = &pass_entry;
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@ -211,7 +211,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
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ShaderCode gcode;
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GenerateVertexShaderCode(vcode, components, API_OPENGL);
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !IsPassthroughGeometryShader(uid.guid))
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough())
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GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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@ -7,7 +7,6 @@
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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@ -302,9 +301,3 @@ void GenerateGeometryShaderCode(ShaderCode& object, u32 primitive_type, API_TYPE
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{
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GenerateGeometryShader<ShaderCode>(object, primitive_type, ApiType);
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}
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bool IsPassthroughGeometryShader(GeometryShaderUid& object)
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{
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geometry_shader_uid_data* uid_data = object.GetUidData<geometry_shader_uid_data>();
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return uid_data->primitive_type == PRIMITIVE_TRIANGLES && !uid_data->stereo && !uid_data->wireframe;
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}
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@ -5,6 +5,7 @@
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#pragma once
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#pragma pack(1)
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@ -12,6 +13,7 @@
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struct geometry_shader_uid_data
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{
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u32 NumValues() const { return sizeof(geometry_shader_uid_data); }
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bool IsPassthrough() const { return primitive_type == PRIMITIVE_TRIANGLES && !stereo && !wireframe; }
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u32 stereo : 1;
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u32 numTexGens : 4;
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@ -26,4 +28,3 @@ typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
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void GenerateGeometryShaderCode(ShaderCode& object, u32 primitive_type, API_TYPE ApiType);
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void GetGeometryShaderUid(GeometryShaderUid& object, u32 primitive_type, API_TYPE ApiType);
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bool IsPassthroughGeometryShader(GeometryShaderUid& object);
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