Optimize shader uid checks by checking the number of uid values which are actually used.
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@ -535,6 +535,11 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
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for (unsigned int i = 0; i < numStages; i++)
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for (unsigned int i = 0; i < numStages; i++)
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WriteStage<T>(out, uid_data, i, ApiType, RegisterStates); // build the equation for this stage
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WriteStage<T>(out, uid_data, i, ApiType, RegisterStates); // build the equation for this stage
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#define MY_STRUCT_OFFSET(str,elem) ((u32)((u64)&(str).elem-(u64)&(str)))
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bool enable_pl = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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uid_data.num_values = (enable_pl) ? sizeof(uid_data)/sizeof(32) : MY_STRUCT_OFFSET(uid_data,stagehash[numStages])/sizeof(u32);
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if (numStages)
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if (numStages)
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{
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{
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// The results of the last texenv stage are put onto the screen,
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// The results of the last texenv stage are put onto the screen,
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@ -61,6 +61,9 @@ struct pixel_shader_uid_data
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{
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{
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// TODO: Optimize field order for easy access!
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// TODO: Optimize field order for easy access!
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u32 num_values; // TODO: Shouldn't be a u32
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u32 NumValues() const { return num_values; } // TODO: Can be optimized :)
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u32 components;
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u32 components;
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u32 dstAlphaMode : 2;
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u32 dstAlphaMode : 2;
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u32 Pretest : 2;
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u32 Pretest : 2;
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@ -96,34 +99,6 @@ struct pixel_shader_uid_data
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else if (index == 3) { tevindref_bi4 = texmap; }
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else if (index == 3) { tevindref_bi4 = texmap; }
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}
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}
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struct {
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u32 cc : 24;
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u32 ac : 24;
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u32 tevorders_texmap : 3;
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u32 tevorders_texcoord : 3;
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u32 tevorders_enable : 1;
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u32 tevorders_colorchan : 3;
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u32 pad1 : 6;
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u32 hasindstage : 1;
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u32 tevind : 21;
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u32 tevksel_swap1a : 2; // TODO: Doesn't fit here..
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u32 tevksel_swap2a : 2; // TODO: Doesn't fit here..
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u32 tevksel_swap1b : 2; // TODO: Doesn't fit here..
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u32 tevksel_swap2b : 2; // TODO: Doesn't fit here..
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u32 pad2 : 2;
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u32 tevksel_swap1c : 2; // TODO: Doesn't fit here..
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u32 tevksel_swap2c : 2; // TODO: Doesn't fit here..
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u32 tevksel_swap1d : 2; // TODO: Doesn't fit here..
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u32 tevksel_swap2d : 2; // TODO: Doesn't fit here..
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u32 tevksel_kc : 5;
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u32 tevksel_ka : 5;
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u32 pad3 : 14;
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} stagehash[16];
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u32 alpha_test_comp0 : 3;
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u32 alpha_test_comp0 : 3;
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u32 alpha_test_comp1 : 3;
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u32 alpha_test_comp1 : 3;
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u32 alpha_test_logic : 2;
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u32 alpha_test_logic : 2;
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@ -141,6 +116,34 @@ struct pixel_shader_uid_data
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u32 xfregs_numTexGen_numTexGens : 4;
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u32 xfregs_numTexGen_numTexGens : 4;
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struct {
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u32 cc : 24;
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u32 ac : 24;
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u32 tevorders_texmap : 3;
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u32 tevorders_texcoord : 3;
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u32 tevorders_enable : 1;
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u32 tevorders_colorchan : 3;
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u32 pad1 : 6;
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// TODO: Clean up the swapXY mess
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u32 hasindstage : 1;
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u32 tevind : 21;
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u32 tevksel_swap1a : 2;
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u32 tevksel_swap2a : 2;
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u32 tevksel_swap1b : 2;
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u32 tevksel_swap2b : 2;
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u32 pad2 : 2;
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u32 tevksel_swap1c : 2;
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u32 tevksel_swap2c : 2;
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u32 tevksel_swap1d : 2;
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u32 tevksel_swap2d : 2;
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u32 tevksel_kc : 5;
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u32 tevksel_ka : 5;
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u32 pad3 : 14;
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} stagehash[16];
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// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
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// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
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LightingUidData lighting;
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LightingUidData lighting;
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};
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};
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@ -100,7 +100,7 @@ public:
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bool operator < (const ShaderUid& obj) const
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bool operator < (const ShaderUid& obj) const
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{
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{
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// TODO: Store last frame used and order by that? makes much more sense anyway...
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// TODO: Store last frame used and order by that? makes much more sense anyway...
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for (unsigned int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i)
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for (unsigned int i = 0; i < data.NumValues(); ++i)
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{
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{
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if (this->values[i] < obj.values[i])
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if (this->values[i] < obj.values[i])
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return true;
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return true;
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@ -212,6 +212,8 @@ struct LightingUidData
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u32 diffusefunc : 8; // 4x2 bits
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u32 diffusefunc : 8; // 4x2 bits
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u32 attnfunc : 8; // 4x2 bits
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u32 attnfunc : 8; // 4x2 bits
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u32 light_mask : 32; // 4x8 bits
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u32 light_mask : 32; // 4x8 bits
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u32 NumValues() const { return sizeof(LightingUidData) / sizeof(u32); }
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};
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};
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#pragma pack()
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#pragma pack()
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@ -74,6 +74,8 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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vertex_shader_uid_data& uid_data = (&out.template GetUidData<vertex_shader_uid_data>() != NULL)
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vertex_shader_uid_data& uid_data = (&out.template GetUidData<vertex_shader_uid_data>() != NULL)
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? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
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? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
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uid_data.num_values = sizeof(uid_data)/sizeof(u32);
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out.SetBuffer(text);
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out.SetBuffer(text);
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#ifndef ANDROID
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#ifndef ANDROID
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locale_t locale;
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locale_t locale;
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@ -67,6 +67,9 @@ const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
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struct vertex_shader_uid_data
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struct vertex_shader_uid_data
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{
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{
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u32 num_values; // TODO: Shouldn't be a u32
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u32 NumValues() const { return num_values; }
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u32 components;
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u32 components;
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u32 numColorChans : 2;
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u32 numColorChans : 2;
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u32 numTexGens : 4;
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u32 numTexGens : 4;
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