Merge pull request #3226 from Tilka/shadergen
VideoCommon: return code/uid from shader gens
This commit is contained in:
commit
e161e714c7
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@ -190,12 +190,10 @@ void GeometryShaderCache::Shutdown()
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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, primitive_type, API_D3D);
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GeometryShaderUid uid = GetGeometryShaderUid(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, primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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@ -231,8 +229,7 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
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}
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// Need to compile a new shader
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ShaderCode code;
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GenerateGeometryShaderCode(code, primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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@ -527,12 +527,10 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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{
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D);
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PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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@ -561,8 +559,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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}
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// Need to compile a new shader
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ShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
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@ -186,12 +186,10 @@ void VertexShaderCache::Shutdown()
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bool VertexShaderCache::SetShader()
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{
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VertexShaderUid uid;
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GetVertexShaderUid(uid, API_D3D);
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VertexShaderUid uid = GetVertexShaderUid(API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GenerateVertexShaderCode(code, API_D3D);
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ShaderCode code = GenerateVertexShaderCode(API_D3D);
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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@ -216,8 +214,7 @@ bool VertexShaderCache::SetShader()
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return (entry.shader != nullptr);
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}
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ShaderCode code;
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GenerateVertexShaderCode(code, API_D3D);
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ShaderCode code = GenerateVertexShaderCode(API_D3D);
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D3DBlob* pbytecode = nullptr;
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D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
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@ -211,13 +211,11 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
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last_entry = &newentry;
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newentry.in_cache = 0;
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ShaderCode vcode;
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ShaderCode pcode;
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ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL);
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ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL);
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ShaderCode gcode;
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GenerateVertexShaderCode(vcode, API_OPENGL);
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL);
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough())
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GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
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gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -395,22 +393,19 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
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void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
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{
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GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL);
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GetVertexShaderUid(uid->vuid, API_OPENGL);
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GetGeometryShaderUid(uid->guid, primitive_type, API_OPENGL);
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uid->puid = GetPixelShaderUid(dstAlphaMode, API_OPENGL);
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uid->vuid = GetVertexShaderUid(API_OPENGL);
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uid->guid = GetGeometryShaderUid(primitive_type, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode pcode;
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL);
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ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL);
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pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
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ShaderCode vcode;
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GenerateVertexShaderCode(vcode, API_OPENGL);
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ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL);
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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, primitive_type, API_OPENGL);
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ShaderCode gcode = GenerateGeometryShaderCode(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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@ -30,8 +30,9 @@ template<class T> static inline void EmitVertex(T& out, const char* vertex, API_
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template<class T> static inline void EndPrimitive(T& out, API_TYPE ApiType);
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template<class T>
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static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE ApiType)
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static inline T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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{
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T out;
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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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geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
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@ -292,6 +293,8 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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if (text[sizeof(text) - 1] != 0x7C)
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PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!");
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}
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return out;
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}
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template<class T>
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@ -327,12 +330,12 @@ static inline void EndPrimitive(T& out, API_TYPE ApiType)
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out.Write("\toutput.RestartStrip();\n");
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}
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void GetGeometryShaderUid(GeometryShaderUid& object, u32 primitive_type, API_TYPE ApiType)
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GeometryShaderUid GetGeometryShaderUid(u32 primitive_type, API_TYPE ApiType)
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{
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GenerateGeometryShader<GeometryShaderUid>(object, primitive_type, ApiType);
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return GenerateGeometryShader<GeometryShaderUid>(primitive_type, ApiType);
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}
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void GenerateGeometryShaderCode(ShaderCode& object, u32 primitive_type, API_TYPE ApiType)
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ShaderCode GenerateGeometryShaderCode(u32 primitive_type, API_TYPE ApiType)
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{
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GenerateGeometryShader<ShaderCode>(object, primitive_type, ApiType);
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return GenerateGeometryShader<ShaderCode>(primitive_type, ApiType);
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}
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@ -26,5 +26,5 @@ struct geometry_shader_uid_data
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typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
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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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ShaderCode GenerateGeometryShaderCode(u32 primitive_type, API_TYPE ApiType);
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GeometryShaderUid GetGeometryShaderUid(u32 primitive_type, API_TYPE ApiType);
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@ -166,8 +166,9 @@ template<class T> static inline void WriteAlphaTest(T& out, pixel_shader_uid_dat
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template<class T> static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data);
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template<class T>
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static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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static inline T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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T out;
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const u32 components = VertexLoaderManager::g_current_components;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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pixel_shader_uid_data dummy_data;
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@ -667,6 +668,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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if (text[sizeof(text) - 1] != 0x7C)
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PanicAlert("PixelShader generator - buffer too small, canary has been eaten!");
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}
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return out;
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}
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@ -1170,17 +1173,12 @@ static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data)
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out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR".rgb * ifog) >> 8;\n");
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}
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType);
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return GeneratePixelShader<PixelShaderUid>(dstAlphaMode, ApiType);
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}
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void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType);
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}
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType);
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return GeneratePixelShader<ShaderCode>(dstAlphaMode, ApiType);
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}
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@ -114,8 +114,6 @@ struct pixel_shader_uid_data
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#pragma pack()
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typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete
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void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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@ -16,8 +16,9 @@
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static char text[16768];
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template<class T>
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static inline void GenerateVertexShader(T& out, API_TYPE api_type)
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static inline T GenerateVertexShader(API_TYPE api_type)
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{
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T out;
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const u32 components = VertexLoaderManager::g_current_components;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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vertex_shader_uid_data dummy_data;
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@ -394,14 +395,16 @@ static inline void GenerateVertexShader(T& out, API_TYPE api_type)
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if (text[sizeof(text) - 1] != 0x7C)
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PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
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}
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return out;
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}
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void GetVertexShaderUid(VertexShaderUid& object, API_TYPE api_type)
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VertexShaderUid GetVertexShaderUid(API_TYPE api_type)
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{
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GenerateVertexShader<VertexShaderUid>(object, api_type);
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return GenerateVertexShader<VertexShaderUid>(api_type);
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}
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void GenerateVertexShaderCode(ShaderCode& object, API_TYPE api_type)
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ShaderCode GenerateVertexShaderCode(API_TYPE api_type)
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{
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GenerateVertexShader<ShaderCode>(object, api_type);
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return GenerateVertexShader<ShaderCode>(api_type);
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}
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@ -60,5 +60,5 @@ struct vertex_shader_uid_data
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typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
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void GetVertexShaderUid(VertexShaderUid& object, API_TYPE api_type);
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void GenerateVertexShaderCode(ShaderCode& object, API_TYPE api_type);
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VertexShaderUid GetVertexShaderUid(API_TYPE api_type);
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ShaderCode GenerateVertexShaderCode(API_TYPE api_type);
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