ShaderGen: use cbuffers for D3D
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@ -221,6 +221,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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if (ApiType == API_OPENGL)
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out.Write("layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 1" : "");
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else
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out.Write("cbuffer PSBlock {\n");
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DeclareUniform(out, ApiType, C_COLORS, "int4", I_COLORS"[4]");
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DeclareUniform(out, ApiType, C_KCOLORS, "int4", I_KCOLORS"[4]");
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@ -238,8 +240,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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DeclareUniform(out, ApiType, C_PLIGHTS, "float4", I_PLIGHTS"[32]");
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DeclareUniform(out, ApiType, C_PMATERIALS, "int4", I_PMATERIALS"[4]");
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if (ApiType == API_OPENGL)
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out.Write("};\n");
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out.Write("};\n");
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const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z);
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@ -151,31 +151,10 @@ private:
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std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
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};
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template<class T>
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static inline void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const u32 num)
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{
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if (ApiType == API_OPENGL)
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return; // Nothing to do here
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object.Write(" : register(%s%d)", prefix, num);
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}
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template<class T>
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static inline void WriteLocation(T& object, API_TYPE ApiType)
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{
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if (ApiType == API_OPENGL)
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return;
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object.Write("uniform ");
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}
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template<class T>
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static inline void DeclareUniform(T& object, API_TYPE api_type, const u32 num, const char* type, const char* name)
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{
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WriteLocation(object, api_type);
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object.Write("%s %s ", type, name);
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WriteRegister(object, api_type, "c", num);
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object.Write(";\n");
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object.Write("%s %s;\n", type, name);
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}
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/**
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@ -84,6 +84,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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// uniforms
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if (api_type == API_OPENGL)
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out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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else
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out.Write("cbuffer VSBlock {\n");
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DeclareUniform(out, api_type, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]");
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DeclareUniform(out, api_type, C_PROJECTION, "float4", I_PROJECTION"[4]");
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@ -96,8 +98,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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DeclareUniform(out, api_type, C_POSTTRANSFORMMATRICES, "float4", I_POSTTRANSFORMMATRICES"[64]");
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DeclareUniform(out, api_type, C_DEPTHPARAMS, "float4", I_DEPTHPARAMS);
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if (api_type == API_OPENGL)
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out.Write("};\n");
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out.Write("};\n");
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GenerateVSOutputStruct(out, api_type);
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