PixelShaderGen: Drop dstAlphaMode constant in shader generation.

It is already stored within the UID.
This commit is contained in:
degasus 2016-09-28 22:31:39 +02:00
parent 7b29b3c571
commit 829fc8f0ad
10 changed files with 26 additions and 33 deletions

View File

@ -578,7 +578,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
}
// Need to compile a new shader
ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, APIType::D3D, uid.GetUidData());
ShaderCode code = GeneratePixelShaderCode(APIType::D3D, uid.GetUidData());
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))

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@ -231,8 +231,7 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
}
else
{
ShaderCode ps_code =
GeneratePixelShaderCode(ps_dst_alpha_mode, APIType::D3D, ps_uid.GetUidData());
ShaderCode ps_code = GeneratePixelShaderCode(APIType::D3D, ps_uid.GetUidData());
ID3DBlob* ps_bytecode = nullptr;
if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode))
@ -355,4 +354,4 @@ D3D12_SHADER_BYTECODE ShaderCache::GetVertexShaderFromUid(const VertexShaderUid*
return D3D12_SHADER_BYTECODE();
}
}
}

View File

@ -60,7 +60,7 @@ bool ShaderCache<Uid>::SetShader(DSTALPHA_MODE dst_alpha_mode, u32 primitive_typ
}
// Need to compile a new shader
ShaderCode code = GenerateCode(dst_alpha_mode, APIType::OpenGL, uid);
ShaderCode code = GenerateCode(APIType::OpenGL, uid);
m_shaders.emplace(uid, code.GetBuffer());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);

View File

@ -26,7 +26,7 @@ public:
protected:
virtual Uid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, APIType api_type) = 0;
virtual ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type, Uid uid) = 0;
virtual ShaderCode GenerateCode(APIType api_type, Uid uid) = 0;
private:
std::map<Uid, std::string> m_shaders;
@ -45,8 +45,7 @@ protected:
{
return GetVertexShaderUid();
}
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type,
VertexShaderUid uid) override
ShaderCode GenerateCode(APIType api_type, VertexShaderUid uid) override
{
return GenerateVertexShaderCode(api_type, uid.GetUidData());
}
@ -63,8 +62,7 @@ protected:
{
return GetGeometryShaderUid(primitive_type);
}
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type,
GeometryShaderUid uid) override
ShaderCode GenerateCode(APIType api_type, GeometryShaderUid uid) override
{
return GenerateGeometryShaderCode(api_type, uid.GetUidData());
}
@ -80,10 +78,9 @@ protected:
{
return GetPixelShaderUid(dst_alpha_mode);
}
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type,
PixelShaderUid uid) override
ShaderCode GenerateCode(APIType api_type, PixelShaderUid uid) override
{
return GeneratePixelShaderCode(dst_alpha_mode, api_type, uid.GetUidData());
return GeneratePixelShaderCode(api_type, uid.GetUidData());
}
};

View File

@ -208,7 +208,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
newentry.in_cache = 0;
ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, APIType::OpenGL, uid.puid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())

View File

@ -525,8 +525,7 @@ VkShaderModule ObjectCache::GetGeometryShaderForUid(const GeometryShaderUid& uid
return module;
}
VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid,
DSTALPHA_MODE dstalpha_mode)
VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid)
{
auto it = m_ps_cache.shader_map.find(uid);
if (it != m_ps_cache.shader_map.end())
@ -535,8 +534,7 @@ VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid,
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code =
GeneratePixelShaderCode(dstalpha_mode, APIType::Vulkan, uid.GetUidData());
ShaderCode source_code = GeneratePixelShaderCode(APIType::Vulkan, uid.GetUidData());
if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{

View File

@ -101,7 +101,7 @@ public:
// Accesses ShaderGen shader caches
VkShaderModule GetVertexShaderForUid(const VertexShaderUid& uid);
VkShaderModule GetGeometryShaderForUid(const GeometryShaderUid& uid);
VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid, DSTALPHA_MODE dstalpha_mode);
VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid);
// Static samplers
VkSampler GetPointSampler() const { return m_point_sampler; }

View File

@ -223,7 +223,7 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type, DSTALPHA_MODE ds
if (ps_uid != m_ps_uid)
{
m_pipeline_state.ps = g_object_cache->GetPixelShaderForUid(ps_uid, dstalpha_mode);
m_pipeline_state.ps = g_object_cache->GetPixelShaderForUid(ps_uid);
m_ps_uid = ps_uid;
changed = true;
}

View File

@ -342,11 +342,10 @@ static void WriteTevRegular(ShaderCode& out, const char* components, int bias, i
static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
bool stereo, APIType ApiType);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
bool per_pixel_depth);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
const pixel_shader_uid_data* uid_data)
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
{
ShaderCode out;
@ -515,7 +514,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
@ -587,8 +586,9 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
{
out.Write("void main(\n");
out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," :
"",
uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ?
"\n out float4 ocol1 : SV_Target1," :
"",
uid_data->per_pixel_depth ? "\n out float depth : SV_Depth," : "");
out.Write(" in %s float4 colors_0 : COLOR0,\n",
@ -716,7 +716,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
// testing result)
if (uid_data->Pretest == AlphaTest::UNDETERMINED ||
(uid_data->Pretest == AlphaTest::FAIL && uid_data->late_ztest))
WriteAlphaTest(out, uid_data, ApiType, dstAlphaMode, uid_data->per_pixel_depth);
WriteAlphaTest(out, uid_data, ApiType, uid_data->per_pixel_depth);
if (uid_data->zfreeze)
{
@ -787,7 +787,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
}
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
if (uid_data->dstAlphaMode == DSTALPHA_ALPHA_PASS)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
out.Write("\tocol0 = float4(float3(prev.rgb), float(" I_ALPHA ".a)) / 255.0;\n");
@ -799,7 +799,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
}
// Use dual-source color blending to perform dst alpha in a single pass
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
@ -1195,7 +1195,7 @@ static const char* tevAlphaFunclogicTable[] = {
};
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
bool per_pixel_depth)
{
static const char* alphaRef[2] = {I_ALPHA ".r", I_ALPHA ".g"};
@ -1222,7 +1222,7 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
out.Write(")) {\n");
out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (per_pixel_depth)
{

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@ -166,6 +166,5 @@ struct pixel_shader_uid_data
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data);
PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode);