UberShaderPixel: Rename ApiType to api_type
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@ -34,7 +34,7 @@ PixelShaderUid GetPixelShaderUid()
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return out;
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}
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void ClearUnusedPixelShaderUidBits(APIType ApiType, const ShaderHostConfig& host_config,
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void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
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PixelShaderUid* uid)
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{
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pixel_ubershader_uid_data* const uid_data = uid->GetUidData();
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@ -42,11 +42,11 @@ void ClearUnusedPixelShaderUidBits(APIType ApiType, const ShaderHostConfig& host
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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. We also disable the
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// uint output when logic op is not supported (i.e. driver/device does not support D3D11.1).
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if (ApiType != APIType::D3D || !host_config.backend_logic_op)
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if (api_type != APIType::D3D || !host_config.backend_logic_op)
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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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ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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const pixel_ubershader_uid_data* uid_data)
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{
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const bool per_pixel_lighting = host_config.per_pixel_lighting;
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@ -63,13 +63,13 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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out.Write("// Pixel UberShader for {} texgens{}{}\n", numTexgen,
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early_depth ? ", early-depth" : "", per_pixel_depth ? ", per-pixel depth" : "");
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WritePixelShaderCommonHeader(out, ApiType, host_config, bounding_box);
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WriteUberShaderCommonHeader(out, ApiType, host_config);
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WritePixelShaderCommonHeader(out, api_type, host_config, bounding_box);
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WriteUberShaderCommonHeader(out, api_type, host_config);
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if (per_pixel_lighting)
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WriteLightingFunction(out);
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// Shader inputs/outputs in GLSL (HLSL is in main).
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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if (use_dual_source)
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{
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@ -110,7 +110,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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if (host_config.backend_geometry_shaders)
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{
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out.Write("VARYING_LOCATION(0) in VertexData {{\n");
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GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
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GenerateVSOutputMembers(out, api_type, numTexgen, host_config,
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GetInterpolationQualifier(msaa, ssaa, true, true));
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if (stereo)
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@ -158,7 +158,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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out.Write(", int2 fixpoint_uv{}", i);
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out.Write(") {{\n");
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if (ApiType == APIType::D3D)
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if (api_type == APIType::D3D)
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{
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out.Write(" switch (index) {{\n");
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for (u32 i = 0; i < numTexgen; i++)
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@ -227,9 +227,9 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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// Doesn't look like DirectX supports this. Oh well the code path is here just in case it
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// supports this in the future.
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out.Write("int4 sampleTexture(uint sampler_num, float3 uv) {{\n");
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write(" return iround(texture(samp[sampler_num], uv) * 255.0);\n");
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else if (ApiType == APIType::D3D)
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else if (api_type == APIType::D3D)
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out.Write(" return iround(Tex[sampler_num].Sample(samp[sampler_num], uv) * 255.0);\n");
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out.Write("}}\n\n");
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}
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@ -243,9 +243,9 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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" switch(sampler_num) {{\n");
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for (int i = 0; i < 8; i++)
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{
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write(" case {}u: return iround(texture(samp[{}], uv) * 255.0);\n", i, i);
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else if (ApiType == APIType::D3D)
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else if (api_type == APIType::D3D)
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out.Write(" case {}u: return iround(Tex[{}].Sample(samp[{}], uv) * 255.0);\n", i, i, i);
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}
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out.Write(" }}\n"
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@ -404,7 +404,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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// The switch statements in these functions appear to get transformed into an if..else chain
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// on NVIDIA's OpenGL/Vulkan drivers, resulting in lower performance than the D3D counterparts.
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// Transforming the switch into a binary tree of ifs can increase performance by up to 20%.
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if (ApiType == APIType::D3D)
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if (api_type == APIType::D3D)
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{
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out.Write("// Helper function for Alpha Test\n"
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"bool alphaCompare(int a, int b, uint compare) {{\n"
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@ -669,7 +669,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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out.Write(")\n\n");
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}
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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if (early_depth && host_config.backend_early_z)
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out.Write("FORCE_EARLY_Z;\n");
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@ -745,7 +745,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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" float4 lit_colors_1 = colors_1;\n"
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" float3 lit_normal = normalize(Normal.xyz);\n"
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" float3 lit_pos = WorldPos.xyz;\n");
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WriteVertexLighting(out, ApiType, "lit_pos", "lit_normal", "colors_0", "colors_1",
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WriteVertexLighting(out, api_type, "lit_pos", "lit_normal", "colors_0", "colors_1",
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"lit_colors_0", "lit_colors_1");
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color_input_prefix = "lit_";
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}
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@ -754,7 +754,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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BitfieldExtract<&GenMode::numtevstages>("bpmem_genmode"));
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out.Write(" // Main tev loop\n");
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if (ApiType == APIType::D3D)
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if (api_type == APIType::D3D)
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{
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// Tell DirectX we don't want this loop unrolled (it crashes if it tries to)
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out.Write(" [loop]\n");
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@ -1092,7 +1092,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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" if ((bpmem_genmode & {}u) != 0u) {{\n",
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1 << GenMode().zfreeze.StartBit());
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out.Write(" float2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n");
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if (ApiType == APIType::OpenGL)
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if (api_type == APIType::OpenGL)
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{
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out.Write(" // OpenGL has reversed vertical screenspace coordinates\n"
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" screenpos.y = 528.0 - screenpos.y;\n");
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@ -1233,7 +1233,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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"\n");
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// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
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if (ApiType == APIType::D3D && uid_data->uint_output)
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if (api_type == APIType::D3D && uid_data->uint_output)
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{
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out.Write(" if (bpmem_rgba6_format)\n"
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" ocol0 = uint4(TevResult & 0xFC);\n"
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@ -27,10 +27,10 @@ using PixelShaderUid = ShaderUid<pixel_ubershader_uid_data>;
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PixelShaderUid GetPixelShaderUid();
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ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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ShaderCode GenPixelShader(APIType api_type, 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, const ShaderHostConfig& host_config,
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void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
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PixelShaderUid* uid);
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} // namespace UberShader
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