VideoBackends: Clear uid bits that are unused for the current backend

Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
This commit is contained in:
Stenzek 2017-09-05 23:33:15 +10:00
parent 6d32cce2f5
commit 84f8ebd95f
7 changed files with 30 additions and 2 deletions

View File

@ -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)
{

View File

@ -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.

View File

@ -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)
{

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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);
}