Merge pull request #4291 from degasus/shader_gen

PixelShaderGen: Fix UID issues.
This commit is contained in:
Markus Wick 2016-10-05 12:20:58 +02:00 committed by GitHub
commit ef1bfc26b2
13 changed files with 36 additions and 52 deletions

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@ -578,7 +578,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
}
// Need to compile a new shader
ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, APIType::D3D, uid.GetUidData());
ShaderCode code = GeneratePixelShaderCode(APIType::D3D, uid.GetUidData());
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))

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@ -231,8 +231,7 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
}
else
{
ShaderCode ps_code =
GeneratePixelShaderCode(ps_dst_alpha_mode, APIType::D3D, ps_uid.GetUidData());
ShaderCode ps_code = GeneratePixelShaderCode(APIType::D3D, ps_uid.GetUidData());
ID3DBlob* ps_bytecode = nullptr;
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
}
// Need to compile a new shader
ShaderCode code = GenerateCode(dst_alpha_mode, APIType::OpenGL, uid);
ShaderCode code = GenerateCode(APIType::OpenGL, uid);
m_shaders.emplace(uid, code.GetBuffer());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);

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@ -26,7 +26,7 @@ public:
protected:
virtual Uid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, APIType api_type) = 0;
virtual ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type, Uid uid) = 0;
virtual ShaderCode GenerateCode(APIType api_type, Uid uid) = 0;
private:
std::map<Uid, std::string> m_shaders;
@ -45,8 +45,7 @@ protected:
{
return GetVertexShaderUid();
}
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type,
VertexShaderUid uid) override
ShaderCode GenerateCode(APIType api_type, VertexShaderUid uid) override
{
return GenerateVertexShaderCode(api_type, uid.GetUidData());
}
@ -63,8 +62,7 @@ protected:
{
return GetGeometryShaderUid(primitive_type);
}
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type,
GeometryShaderUid uid) override
ShaderCode GenerateCode(APIType api_type, GeometryShaderUid uid) override
{
return GenerateGeometryShaderCode(api_type, uid.GetUidData());
}
@ -80,10 +78,9 @@ protected:
{
return GetPixelShaderUid(dst_alpha_mode);
}
ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, APIType api_type,
PixelShaderUid uid) override
ShaderCode GenerateCode(APIType api_type, PixelShaderUid uid) override
{
return GeneratePixelShaderCode(dst_alpha_mode, api_type, uid.GetUidData());
return GeneratePixelShaderCode(api_type, uid.GetUidData());
}
};

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@ -208,7 +208,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
newentry.in_cache = 0;
ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, APIType::OpenGL, uid.puid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())

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@ -525,8 +525,7 @@ VkShaderModule ObjectCache::GetGeometryShaderForUid(const GeometryShaderUid& uid
return module;
}
VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid,
DSTALPHA_MODE dstalpha_mode)
VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid)
{
auto it = m_ps_cache.shader_map.find(uid);
if (it != m_ps_cache.shader_map.end())
@ -535,8 +534,7 @@ VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid,
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code =
GeneratePixelShaderCode(dstalpha_mode, APIType::Vulkan, uid.GetUidData());
ShaderCode source_code = GeneratePixelShaderCode(APIType::Vulkan, uid.GetUidData());
if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{

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@ -101,7 +101,7 @@ public:
// Accesses ShaderGen shader caches
VkShaderModule GetVertexShaderForUid(const VertexShaderUid& uid);
VkShaderModule GetGeometryShaderForUid(const GeometryShaderUid& uid);
VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid, DSTALPHA_MODE dstalpha_mode);
VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid);
// Static samplers
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
if (ps_uid != m_ps_uid)
{
m_pipeline_state.ps = g_object_cache->GetPixelShaderForUid(ps_uid, dstalpha_mode);
m_pipeline_state.ps = g_object_cache->GetPixelShaderForUid(ps_uid);
m_ps_uid = ps_uid;
changed = true;
}

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@ -72,9 +72,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
const char* inColorName, const char* dest)
u32 numColorChans, const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
for (unsigned int j = 0; j < numColorChans; j++)
{
object.Write("{\n");

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@ -47,5 +47,5 @@ static const char s_lighting_struct[] = "struct Light {\n"
"};\n";
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
const char* inColorName, const char* dest);
u32 numColorChans, const char* inColorName, const char* dest);
void GetLightingShaderUid(LightingUidData& uid_data);

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@ -207,7 +207,7 @@ PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode)
// The lighting shader only needs the two color bits of the 23bit component bit array.
uid_data->components =
(VertexLoaderManager::g_current_components & (VB_HAS_COL0 | VB_HAS_COL1)) >> VB_COL_SHIFT;
;
uid_data->numColorChans = xfmem.numChan.numColorChans;
GetLightingShaderUid(uid_data->lighting);
}
@ -342,11 +342,10 @@ 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,
DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
bool per_pixel_depth);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
const pixel_shader_uid_data* uid_data)
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
{
ShaderCode out;
@ -501,21 +500,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
out.Write("[earlydepthstencil]\n");
}
}
else if (bpmem.UseEarlyDepthTest() &&
(uid_data->fast_depth_calc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED))
{
static bool warn_once = true;
if (warn_once)
WARN_LOG(VIDEO, "Early z test enabled but not possible to emulate with current "
"configuration. Make sure to enable fast depth calculations. If this message "
"still shows up your hardware isn't able to emulate the feature properly (a "
"GPU with D3D 11.0 / OGL 4.2 support is required).");
warn_once = false;
}
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
@ -587,7 +575,8 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
{
out.Write("void main(\n");
out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," :
uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ?
"\n out float4 ocol1 : SV_Target1," :
"",
uid_data->per_pixel_depth ? "\n out float depth : SV_Depth," : "");
@ -649,7 +638,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
"colors_", "col");
uid_data->numColorChans, "colors_", "col");
}
// HACK to handle cases where the tex gen is not enabled
@ -716,7 +705,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
// testing result)
if (uid_data->Pretest == AlphaTest::UNDETERMINED ||
(uid_data->Pretest == AlphaTest::FAIL && uid_data->late_ztest))
WriteAlphaTest(out, uid_data, ApiType, dstAlphaMode, uid_data->per_pixel_depth);
WriteAlphaTest(out, uid_data, ApiType, uid_data->per_pixel_depth);
if (uid_data->zfreeze)
{
@ -787,7 +776,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
}
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
if (uid_data->dstAlphaMode == DSTALPHA_ALPHA_PASS)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
out.Write("\tocol0 = float4(float3(prev.rgb), float(" I_ALPHA ".a)) / 255.0;\n");
@ -799,7 +788,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
}
// Use dual-source color blending to perform dst alpha in a single pass
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
@ -1195,7 +1184,7 @@ static const char* tevAlphaFunclogicTable[] = {
};
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
bool per_pixel_depth)
{
static const char* alphaRef[2] = {I_ALPHA ".r", I_ALPHA ".g"};
@ -1222,7 +1211,7 @@ 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");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (per_pixel_depth)
{

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@ -52,7 +52,8 @@ struct pixel_shader_uid_data
u32 zfreeze : 1;
u32 msaa : 1;
u32 ssaa : 1;
u32 pad : 16;
u32 numColorChans : 2;
u32 pad : 14;
u32 texMtxInfo_n_projection : 8; // 8x1 bit
u32 tevindref_bi0 : 3;
@ -166,6 +167,5 @@ struct pixel_shader_uid_data
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data);
PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode);

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@ -250,7 +250,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "color", "o.colors_");
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, uid_data->numColorChans,
"color", "o.colors_");
if (uid_data->numColorChans < 2)
{