PixelShaderGen: Don't use a global variable.

This commit is contained in:
Jules Blok 2016-10-30 00:34:10 +02:00
parent d778400133
commit d0e60492cf
1 changed files with 25 additions and 15 deletions

View File

@ -345,9 +345,10 @@ static void WriteTevRegular(ShaderCode& out, const char* components, int bias, i
static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
bool stereo, APIType ApiType);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
bool per_pixel_depth);
bool per_pixel_depth, bool use_dual_source);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data,
bool use_dual_source);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
{
@ -505,11 +506,15 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
}
}
// Only use dual-source blending when required on drivers that don't support it very well.
const bool use_dual_source =
g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
(!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) ||
uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND);
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
(!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) ||
uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND))
if (use_dual_source)
{
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
@ -711,7 +716,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
// testing result)
if (uid_data->Pretest == AlphaTest::UNDETERMINED ||
(uid_data->Pretest == AlphaTest::FAIL && uid_data->late_ztest))
WriteAlphaTest(out, uid_data, ApiType, uid_data->per_pixel_depth);
WriteAlphaTest(out, uid_data, ApiType, uid_data->per_pixel_depth, use_dual_source);
if (uid_data->zfreeze)
{
@ -795,7 +800,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
WriteFog(out, uid_data);
// Write the color and alpha values to the framebuffer
WriteColor(out, uid_data);
WriteColor(out, uid_data, use_dual_source);
if (uid_data->bounding_box)
{
@ -1183,7 +1188,7 @@ static const char* tevAlphaFunclogicTable[] = {
};
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
bool per_pixel_depth)
bool per_pixel_depth, bool use_dual_source)
{
static const char* alphaRef[2] = {I_ALPHA ".r", I_ALPHA ".g"};
@ -1210,7 +1215,8 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
out.Write(")) {\n");
out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (use_dual_source)
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (per_pixel_depth)
{
out.Write("\t\tdepth = %s;\n",
@ -1294,7 +1300,7 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n");
}
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data)
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data, bool use_dual_source)
{
if (uid_data->rgba6_format)
out.Write("\tocol0.rgb = float3(prev.rgb >> 2) / 63.0;\n");
@ -1306,7 +1312,8 @@ static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data)
if (uid_data->dstAlphaMode == DSTALPHA_NONE)
{
out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n");
out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
if (use_dual_source)
out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
}
else
{
@ -1314,9 +1321,12 @@ static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data)
out.Write("\tocol0.a = float(" I_ALPHA ".a >> 2) / 63.0;\n");
// Use dual-source color blending to perform dst alpha in a single pass
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
else
out.Write("\tocol1.a = float(" I_ALPHA ".a) / 255.0;\n");
if (use_dual_source)
{
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
else
out.Write("\tocol1.a = float(" I_ALPHA ".a) / 255.0;\n");
}
}
}