GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
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b406e4e1f2
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@ -186,14 +186,14 @@ void GeometryShaderCache::Shutdown()
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g_gs_disk_cache.Close();
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}
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bool GeometryShaderCache::SetShader(u32 components)
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bool GeometryShaderCache::SetShader(u32 primitive_type)
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{
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GeometryShaderUid uid;
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GetGeometryShaderUid(uid, components, API_D3D);
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GetGeometryShaderUid(uid, primitive_type, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GenerateGeometryShaderCode(code, components, API_D3D);
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GenerateGeometryShaderCode(code, primitive_type, API_D3D);
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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@ -222,7 +222,7 @@ bool GeometryShaderCache::SetShader(u32 components)
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// Need to compile a new shader
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ShaderCode code;
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GenerateGeometryShaderCode(code, components, API_D3D);
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GenerateGeometryShaderCode(code, primitive_type, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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@ -18,7 +18,7 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
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static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
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@ -141,7 +141,7 @@ void VertexManager::Draw(u32 stride)
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{
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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D3D::stateman->SetGeometryShader(g_ActiveConfig.iStereoMode > 0 ? GeometryShaderCache::GetActiveShader() : nullptr);
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D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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@ -219,13 +219,10 @@ void VertexManager::vFlush(bool useDstAlpha)
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return;
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}
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if (g_ActiveConfig.iStereoMode > 0)
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if (!GeometryShaderCache::SetShader(current_primitive_type))
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{
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if (!GeometryShaderCache::SetShader(components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
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return;
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}
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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@ -171,10 +171,10 @@ GLuint ProgramShaderCache::GetCurrentProgram()
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return CurrentProgram;
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}
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SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
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{
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SHADERUID uid;
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GetShaderId(&uid, dstAlphaMode, components);
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GetShaderId(&uid, dstAlphaMode, components, primitive_type);
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// Check if the shader is already set
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if (last_entry)
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@ -211,8 +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.iStereoMode > 0)
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GenerateGeometryShaderCode(gcode, components, API_OPENGL);
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GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -395,7 +394,7 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
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return result;
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}
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void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components)
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void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
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{
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GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
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GetVertexShaderUid(uid->vuid, components, API_OPENGL);
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@ -412,7 +411,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
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ShaderCode gcode;
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GenerateGeometryShaderCode(gcode, components, API_OPENGL);
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GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
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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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@ -88,8 +88,8 @@ public:
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static PCacheEntry GetShaderProgram();
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static GLuint GetCurrentProgram();
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static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
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static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
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static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
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static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
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static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode, const char* gcode = nullptr);
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static GLuint CompileSingleShader(GLuint type, const char *code);
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@ -142,11 +142,11 @@ void VertexManager::vFlush(bool useDstAlpha)
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// the same pass as regular rendering.
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if (useDstAlpha && dualSourcePossible)
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{
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ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components);
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ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components, current_primitive_type);
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}
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else
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{
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ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components);
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ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components, current_primitive_type);
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}
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// upload global constants
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@ -160,7 +160,7 @@ void VertexManager::vFlush(bool useDstAlpha)
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// run through vertex groups again to set alpha
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if (useDstAlpha && !dualSourcePossible)
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{
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ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components);
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ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components, current_primitive_type);
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// only update alpha
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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@ -12,7 +12,7 @@
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static char text[16384];
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template<class T>
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static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiType)
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static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE ApiType)
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{
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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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@ -26,8 +26,7 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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if (is_writing_shadercode)
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text[sizeof(text) - 1] = 0x7C; // canary
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out.Write("//Geometry Shader for 3D stereoscopy\n");
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uid_data->primitive_type = primitive_type;
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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if (ApiType == API_OPENGL)
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{
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@ -156,12 +155,12 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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}
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}
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void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType)
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void GetGeometryShaderUid(GeometryShaderUid& object, u32 primitive_type, API_TYPE ApiType)
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{
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GenerateGeometryShader<GeometryShaderUid>(object, components, ApiType);
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GenerateGeometryShader<GeometryShaderUid>(object, primitive_type, ApiType);
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}
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void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType)
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void GenerateGeometryShaderCode(ShaderCode& object, u32 primitive_type, API_TYPE ApiType)
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{
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GenerateGeometryShader<ShaderCode>(object, components, ApiType);
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GenerateGeometryShader<ShaderCode>(object, primitive_type, ApiType);
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}
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@ -16,11 +16,12 @@ struct geometry_shader_uid_data
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u32 stereo : 1;
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u32 numTexGens : 4;
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u32 pixel_lighting : 1;
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u32 primitive_type : 2;
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};
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#pragma pack()
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typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
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void GenerateGeometryShaderCode(ShaderCode& object, u32 components, API_TYPE ApiType);
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void GetGeometryShaderUid(GeometryShaderUid& object, u32 components, API_TYPE ApiType);
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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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