Merge pull request #4291 from degasus/shader_gen
PixelShaderGen: Fix UID issues.
This commit is contained in:
commit
ef1bfc26b2
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@ -578,7 +578,7 @@ 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 = GeneratePixelShaderCode(dstAlphaMode, APIType::D3D, uid.GetUidData());
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ShaderCode code = GeneratePixelShaderCode(APIType::D3D, uid.GetUidData());
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
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@ -231,8 +231,7 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
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}
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else
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{
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ShaderCode ps_code =
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GeneratePixelShaderCode(ps_dst_alpha_mode, APIType::D3D, ps_uid.GetUidData());
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ShaderCode ps_code = GeneratePixelShaderCode(APIType::D3D, ps_uid.GetUidData());
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ID3DBlob* ps_bytecode = nullptr;
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if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode))
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@ -60,7 +60,7 @@ bool ShaderCache<Uid>::SetShader(DSTALPHA_MODE dst_alpha_mode, u32 primitive_typ
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}
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// Need to compile a new shader
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ShaderCode code = GenerateCode(dst_alpha_mode, APIType::OpenGL, uid);
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ShaderCode code = GenerateCode(APIType::OpenGL, uid);
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m_shaders.emplace(uid, code.GetBuffer());
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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@ -26,7 +26,7 @@ public:
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protected:
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virtual Uid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, APIType api_type) = 0;
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virtual ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type, Uid uid) = 0;
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virtual ShaderCode GenerateCode(APIType api_type, Uid uid) = 0;
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private:
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std::map<Uid, std::string> m_shaders;
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@ -45,8 +45,7 @@ protected:
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{
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return GetVertexShaderUid();
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type,
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VertexShaderUid uid) override
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ShaderCode GenerateCode(APIType api_type, VertexShaderUid uid) override
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{
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return GenerateVertexShaderCode(api_type, uid.GetUidData());
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}
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@ -63,8 +62,7 @@ protected:
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{
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return GetGeometryShaderUid(primitive_type);
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type,
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GeometryShaderUid uid) override
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ShaderCode GenerateCode(APIType api_type, GeometryShaderUid uid) override
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{
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return GenerateGeometryShaderCode(api_type, uid.GetUidData());
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}
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@ -80,10 +78,9 @@ protected:
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{
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return GetPixelShaderUid(dst_alpha_mode);
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type,
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PixelShaderUid uid) override
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ShaderCode GenerateCode(APIType api_type, PixelShaderUid uid) override
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{
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return GeneratePixelShaderCode(dst_alpha_mode, api_type, uid.GetUidData());
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return GeneratePixelShaderCode(api_type, uid.GetUidData());
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}
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};
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@ -208,7 +208,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
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newentry.in_cache = 0;
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ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, uid.vuid.GetUidData());
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ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, APIType::OpenGL, uid.puid.GetUidData());
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ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, uid.puid.GetUidData());
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ShaderCode gcode;
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
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!uid.guid.GetUidData()->IsPassthrough())
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@ -525,8 +525,7 @@ VkShaderModule ObjectCache::GetGeometryShaderForUid(const GeometryShaderUid& uid
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return module;
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}
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VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid,
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DSTALPHA_MODE dstalpha_mode)
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VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid)
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{
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auto it = m_ps_cache.shader_map.find(uid);
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if (it != m_ps_cache.shader_map.end())
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@ -535,8 +534,7 @@ VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid,
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// Not in the cache, so compile the shader.
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ShaderCompiler::SPIRVCodeVector spv;
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VkShaderModule module = VK_NULL_HANDLE;
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ShaderCode source_code =
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GeneratePixelShaderCode(dstalpha_mode, APIType::Vulkan, uid.GetUidData());
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ShaderCode source_code = GeneratePixelShaderCode(APIType::Vulkan, uid.GetUidData());
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if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
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source_code.GetBuffer().length()))
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{
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@ -101,7 +101,7 @@ public:
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// Accesses ShaderGen shader caches
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VkShaderModule GetVertexShaderForUid(const VertexShaderUid& uid);
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VkShaderModule GetGeometryShaderForUid(const GeometryShaderUid& uid);
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VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid, DSTALPHA_MODE dstalpha_mode);
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VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid);
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// Static samplers
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VkSampler GetPointSampler() const { return m_point_sampler; }
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@ -223,7 +223,7 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type, DSTALPHA_MODE ds
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if (ps_uid != m_ps_uid)
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{
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m_pipeline_state.ps = g_object_cache->GetPixelShaderForUid(ps_uid, dstalpha_mode);
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m_pipeline_state.ps = g_object_cache->GetPixelShaderForUid(ps_uid);
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m_ps_uid = ps_uid;
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changed = true;
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}
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@ -72,9 +72,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
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const char* inColorName, const char* dest)
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u32 numColorChans, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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for (unsigned int j = 0; j < numColorChans; j++)
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{
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object.Write("{\n");
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@ -47,5 +47,5 @@ static const char s_lighting_struct[] = "struct Light {\n"
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"};\n";
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void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
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const char* inColorName, const char* dest);
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u32 numColorChans, const char* inColorName, const char* dest);
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void GetLightingShaderUid(LightingUidData& uid_data);
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@ -207,7 +207,7 @@ PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode)
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// The lighting shader only needs the two color bits of the 23bit component bit array.
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uid_data->components =
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(VertexLoaderManager::g_current_components & (VB_HAS_COL0 | VB_HAS_COL1)) >> VB_COL_SHIFT;
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;
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uid_data->numColorChans = xfmem.numChan.numColorChans;
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GetLightingShaderUid(uid_data->lighting);
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}
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@ -342,11 +342,10 @@ static void WriteTevRegular(ShaderCode& out, const char* components, int bias, i
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static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
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bool stereo, APIType ApiType);
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static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
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DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
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bool per_pixel_depth);
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static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
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ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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const pixel_shader_uid_data* uid_data)
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ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
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{
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ShaderCode out;
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@ -501,21 +500,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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out.Write("[earlydepthstencil]\n");
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}
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}
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else if (bpmem.UseEarlyDepthTest() &&
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(uid_data->fast_depth_calc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED))
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{
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static bool warn_once = true;
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if (warn_once)
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WARN_LOG(VIDEO, "Early z test enabled but not possible to emulate with current "
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"configuration. Make sure to enable fast depth calculations. If this message "
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"still shows up your hardware isn't able to emulate the feature properly (a "
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"GPU with D3D 11.0 / OGL 4.2 support is required).");
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warn_once = false;
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}
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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{
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
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{
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@ -587,7 +575,8 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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{
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out.Write("void main(\n");
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out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," :
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uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ?
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"\n out float4 ocol1 : SV_Target1," :
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"",
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uid_data->per_pixel_depth ? "\n out float depth : SV_Depth," : "");
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@ -649,7 +638,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
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// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
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"colors_", "col");
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uid_data->numColorChans, "colors_", "col");
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}
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// HACK to handle cases where the tex gen is not enabled
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@ -716,7 +705,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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// testing result)
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if (uid_data->Pretest == AlphaTest::UNDETERMINED ||
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(uid_data->Pretest == AlphaTest::FAIL && uid_data->late_ztest))
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WriteAlphaTest(out, uid_data, ApiType, dstAlphaMode, uid_data->per_pixel_depth);
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WriteAlphaTest(out, uid_data, ApiType, uid_data->per_pixel_depth);
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if (uid_data->zfreeze)
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{
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@ -787,7 +776,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
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}
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if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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if (uid_data->dstAlphaMode == DSTALPHA_ALPHA_PASS)
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{
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out.SetConstantsUsed(C_ALPHA, C_ALPHA);
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out.Write("\tocol0 = float4(float3(prev.rgb), float(" I_ALPHA ".a)) / 255.0;\n");
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@ -799,7 +788,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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}
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// Use dual-source color blending to perform dst alpha in a single pass
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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{
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out.SetConstantsUsed(C_ALPHA, C_ALPHA);
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@ -1195,7 +1184,7 @@ static const char* tevAlphaFunclogicTable[] = {
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};
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static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
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DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
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bool per_pixel_depth)
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{
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static const char* alphaRef[2] = {I_ALPHA ".r", I_ALPHA ".g"};
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@ -1222,7 +1211,7 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
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out.Write(")) {\n");
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out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
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if (per_pixel_depth)
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{
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@ -52,7 +52,8 @@ struct pixel_shader_uid_data
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u32 zfreeze : 1;
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u32 msaa : 1;
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u32 ssaa : 1;
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u32 pad : 16;
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u32 numColorChans : 2;
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u32 pad : 14;
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u32 texMtxInfo_n_projection : 8; // 8x1 bit
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u32 tevindref_bi0 : 3;
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@ -166,6 +167,5 @@ struct pixel_shader_uid_data
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typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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const pixel_shader_uid_data* uid_data);
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ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data);
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PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode);
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@ -250,7 +250,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
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}
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GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "color", "o.colors_");
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GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, uid_data->numColorChans,
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"color", "o.colors_");
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if (uid_data->numColorChans < 2)
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{
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