ShaderGen: use cbuffers for D3D

This commit is contained in:
degasus 2014-03-17 10:19:54 +01:00
parent fe9fcfdd07
commit b0878c54b2
3 changed files with 7 additions and 26 deletions

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@ -221,6 +221,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
if (ApiType == API_OPENGL)
out.Write("layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 1" : "");
else
out.Write("cbuffer PSBlock {\n");
DeclareUniform(out, ApiType, C_COLORS, "int4", I_COLORS"[4]");
DeclareUniform(out, ApiType, C_KCOLORS, "int4", I_KCOLORS"[4]");
@ -238,8 +240,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
DeclareUniform(out, ApiType, C_PLIGHTS, "float4", I_PLIGHTS"[32]");
DeclareUniform(out, ApiType, C_PMATERIALS, "int4", I_PMATERIALS"[4]");
if (ApiType == API_OPENGL)
out.Write("};\n");
out.Write("};\n");
const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
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:
std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
};
template<class T>
static inline void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const u32 num)
{
if (ApiType == API_OPENGL)
return; // Nothing to do here
object.Write(" : register(%s%d)", prefix, num);
}
template<class T>
static inline void WriteLocation(T& object, API_TYPE ApiType)
{
if (ApiType == API_OPENGL)
return;
object.Write("uniform ");
}
template<class T>
static inline void DeclareUniform(T& object, API_TYPE api_type, const u32 num, const char* type, const char* name)
{
WriteLocation(object, api_type);
object.Write("%s %s ", type, name);
WriteRegister(object, api_type, "c", num);
object.Write(";\n");
object.Write("%s %s;\n", type, name);
}
/**

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@ -84,6 +84,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// uniforms
if (api_type == API_OPENGL)
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
DeclareUniform(out, api_type, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]");
DeclareUniform(out, api_type, C_PROJECTION, "float4", I_PROJECTION"[4]");
@ -96,8 +98,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
DeclareUniform(out, api_type, C_POSTTRANSFORMMATRICES, "float4", I_POSTTRANSFORMMATRICES"[64]");
DeclareUniform(out, api_type, C_DEPTHPARAMS, "float4", I_DEPTHPARAMS);
if (api_type == API_OPENGL)
out.Write("};\n");
out.Write("};\n");
GenerateVSOutputStruct(out, api_type);