Multithreadded Shadergen: Second Pass over geometery Shadergen
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fa02f47729
commit
28c7113e41
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@ -196,10 +196,10 @@ void GeometryShaderCache::Shutdown()
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bool GeometryShaderCache::SetShader(u32 primitive_type)
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{
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GeometryShaderUid uid = GetGeometryShaderUid(primitive_type, API_D3D);
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GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D, uid.GetUidData());
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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@ -235,7 +235,7 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
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}
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// Need to compile a new shader
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D, uid.GetUidData());
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D3DBlob* pbytecode;
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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@ -162,7 +162,7 @@ void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 g
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{
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SetCurrentPrimitiveTopology(gs_primitive_type);
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GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type, API_D3D);
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GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type);
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PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode, API_D3D);
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VertexShaderUid vs_uid = GetVertexShaderUid(API_D3D);
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@ -219,7 +219,7 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData());
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s_geometry_uid_checker.AddToIndexAndCheck(code, gs_uid, "Geometry", "g");
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}
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@ -236,7 +236,8 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
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}
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else
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{
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ShaderCode gs_code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
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ShaderCode gs_code =
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GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData());
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ID3DBlob* gs_bytecode = nullptr;
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if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode))
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@ -59,7 +59,7 @@ bool ShaderCache<Uid>::SetShader(DSTALPHA_MODE dst_alpha_mode, u32 primitive_typ
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}
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// Need to compile a new shader
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ShaderCode code = GenerateCode(dst_alpha_mode, primitive_type, API_OPENGL);
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ShaderCode code = GenerateCode(dst_alpha_mode, primitive_type, API_OPENGL, uid);
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m_shaders.emplace(uid, code.GetBuffer());
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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@ -27,7 +27,7 @@ public:
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protected:
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virtual Uid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type) = 0;
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virtual ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) = 0;
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API_TYPE api_type, Uid uid) = 0;
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private:
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std::map<Uid, std::string> m_shaders;
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@ -47,8 +47,8 @@ protected:
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{
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return GetVertexShaderUid(api_type);
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) override
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type,
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VertexShaderUid uid) override
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{
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return GenerateVertexShaderCode(api_type);
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}
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@ -63,12 +63,12 @@ protected:
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GeometryShaderUid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) override
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{
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return GetGeometryShaderUid(primitive_type, api_type);
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return GetGeometryShaderUid(primitive_type);
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) override
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type,
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GeometryShaderUid uid) override
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{
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return GenerateGeometryShaderCode(primitive_type, api_type);
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return GenerateGeometryShaderCode(primitive_type, api_type, uid.GetUidData());
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}
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};
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@ -83,8 +83,8 @@ protected:
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{
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return GetPixelShaderUid(dst_alpha_mode, api_type);
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) override
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type,
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PixelShaderUid) override
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{
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return GeneratePixelShaderCode(dst_alpha_mode, api_type);
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}
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@ -214,7 +214,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
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ShaderCode gcode;
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
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!uid.guid.GetUidData()->IsPassthrough())
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gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL);
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gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL, uid.guid.GetUidData());
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -399,7 +399,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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{
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uid->puid = GetPixelShaderUid(dstAlphaMode, API_OPENGL);
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uid->vuid = GetVertexShaderUid(API_OPENGL);
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uid->guid = GetGeometryShaderUid(primitive_type, API_OPENGL);
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uid->guid = GetGeometryShaderUid(primitive_type);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -409,7 +409,8 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL);
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vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
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ShaderCode gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL);
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ShaderCode gcode =
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GenerateGeometryShaderCode(primitive_type, API_OPENGL, uid->guid.GetUidData());
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geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
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}
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}
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@ -20,34 +20,40 @@ static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_
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template <class T>
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static void EndPrimitive(T& out, API_TYPE ApiType);
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template <class T>
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static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
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API_TYPE ApiType, bool first_vertex = false);
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template <class T>
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static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType);
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template <class T>
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static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
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{
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T out;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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geometry_shader_uid_data dummy_data;
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geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
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if (uid_data == nullptr)
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uid_data = &dummy_data;
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memset(uid_data, 0, sizeof(*uid_data));
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ShaderUid<geometry_shader_uid_data> out;
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geometry_shader_uid_data* uid_data = out.GetUidData<geometry_shader_uid_data>();
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memset(uid_data, 0, sizeof(geometry_shader_uid_data));
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uid_data->primitive_type = primitive_type;
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const unsigned int vertex_in = primitive_type + 1;
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unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
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uid_data->wireframe = g_ActiveConfig.bWireFrame;
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if (uid_data->wireframe)
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vertex_out++;
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uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
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uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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return out;
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}
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static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
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const char* vertex, API_TYPE ApiType, bool first_vertex = false);
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static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data,
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API_TYPE ApiType);
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ShaderCode GenerateGeometryShaderCode(u32 primitive_type, API_TYPE ApiType,
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const geometry_shader_uid_data* uid_data)
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{
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ShaderCode out;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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const unsigned int vertex_in = primitive_type + 1;
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unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
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if (uid_data->wireframe)
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vertex_out++;
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if (ApiType == API_OPENGL)
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{
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// Insert layout parameters
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@ -80,11 +86,10 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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"\tint4 " I_TEXOFFSET ";\n"
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"};\n");
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers<T>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting, "");
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GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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"");
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out.Write("};\n");
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if (ApiType == API_OPENGL)
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@ -93,13 +98,13 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("in VertexData {\n");
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GenerateVSOutputMembers<T>(
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GenerateVSOutputMembers<ShaderCode>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
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out.Write("} vs[%d];\n", vertex_in);
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out.Write("out VertexData {\n");
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GenerateVSOutputMembers<T>(
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GenerateVSOutputMembers<ShaderCode>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
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@ -248,8 +253,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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}
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out.Write("\t}\n");
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EmitVertex<T>(out, uid_data, "l", ApiType, true);
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EmitVertex<T>(out, uid_data, "r", ApiType);
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EmitVertex(out, uid_data, "l", ApiType, true);
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EmitVertex(out, uid_data, "r", ApiType);
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}
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else if (primitive_type == PRIMITIVE_POINTS)
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{
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@ -277,19 +282,19 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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}
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out.Write("\t}\n");
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EmitVertex<T>(out, uid_data, "ll", ApiType, true);
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EmitVertex<T>(out, uid_data, "lr", ApiType);
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EmitVertex<T>(out, uid_data, "ul", ApiType);
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EmitVertex<T>(out, uid_data, "ur", ApiType);
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EmitVertex(out, uid_data, "ll", ApiType, true);
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EmitVertex(out, uid_data, "lr", ApiType);
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EmitVertex(out, uid_data, "ul", ApiType);
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EmitVertex(out, uid_data, "ur", ApiType);
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}
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else
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{
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EmitVertex<T>(out, uid_data, "f", ApiType, true);
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EmitVertex(out, uid_data, "f", ApiType, true);
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}
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out.Write("\t}\n");
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EndPrimitive<T>(out, uid_data, ApiType);
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EndPrimitive(out, uid_data, ApiType);
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if (uid_data->stereo && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\t}\n");
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@ -299,9 +304,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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return out;
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}
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template <class T>
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static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
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API_TYPE ApiType, bool first_vertex)
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static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
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const char* vertex, API_TYPE ApiType, bool first_vertex)
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{
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if (uid_data->wireframe && first_vertex)
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out.Write("\tif (i == 0) first = %s;\n", vertex);
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else
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out.Write("\toutput.Append(ps);\n");
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}
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template <class T>
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static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType)
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static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data,
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API_TYPE ApiType)
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{
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if (uid_data->wireframe)
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EmitVertex<T>(out, uid_data, "first", ApiType);
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EmitVertex(out, uid_data, "first", ApiType);
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if (ApiType == API_OPENGL)
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out.Write("\tEndPrimitive();\n");
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else
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out.Write("\toutput.RestartStrip();\n");
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}
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GeometryShaderUid GetGeometryShaderUid(u32 primitive_type, API_TYPE ApiType)
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{
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return GenerateGeometryShader<GeometryShaderUid>(primitive_type, ApiType);
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}
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ShaderCode GenerateGeometryShaderCode(u32 primitive_type, API_TYPE ApiType)
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{
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return GenerateGeometryShader<ShaderCode>(primitive_type, ApiType);
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}
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@ -31,5 +31,6 @@ struct geometry_shader_uid_data
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typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
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ShaderCode GenerateGeometryShaderCode(u32 primitive_type, API_TYPE ApiType);
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GeometryShaderUid GetGeometryShaderUid(u32 primitive_type, API_TYPE ApiType);
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ShaderCode GenerateGeometryShaderCode(u32 primitive_type, API_TYPE ApiType,
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const geometry_shader_uid_data* uid_data);
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GeometryShaderUid GetGeometryShaderUid(u32 primitive_type);
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