GS:OGL: Use GSHWDrawConfig selector structs

This commit is contained in:
TellowKrinkle 2021-12-12 20:31:02 -06:00 committed by lightningterror
parent 1e7e23df96
commit a11b8c4750
3 changed files with 24 additions and 200 deletions

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@ -7,9 +7,6 @@
#define FMT_24 1
#define FMT_16 2
#define PS_PAL_FMT (PS_TEX_FMT >> 2)
#define PS_AEM_FMT (PS_TEX_FMT & 3)
// APITRACE_DEBUG enables forced pixel output to easily detect
// the fragment computed by primitive
#define APITRACE_DEBUG 0

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@ -586,9 +586,9 @@ bool GSDeviceOGL::Create(const WindowInfo& wi)
// Basic to ensure structures are correctly packed
static_assert(sizeof(VSSelector) == 4, "Wrong VSSelector size");
static_assert(sizeof(PSSelector) == 8, "Wrong PSSelector size");
static_assert(sizeof(PSSamplerSelector) == 4, "Wrong PSSamplerSelector size");
static_assert(sizeof(OMDepthStencilSelector) == 4, "Wrong OMDepthStencilSelector size");
static_assert(sizeof(OMColorMaskSelector) == 4, "Wrong OMColorMaskSelector size");
static_assert(sizeof(PSSamplerSelector) == 1, "Wrong PSSamplerSelector size");
static_assert(sizeof(OMDepthStencilSelector) == 1, "Wrong OMDepthStencilSelector size");
static_assert(sizeof(OMColorMaskSelector) == 1, "Wrong OMColorMaskSelector size");
return true;
}
@ -880,7 +880,7 @@ GLuint GSDeviceOGL::CreateSampler(PSSamplerSelector sel)
GLuint GSDeviceOGL::GetSamplerID(PSSamplerSelector ssel)
{
return m_ps_ss[ssel];
return m_ps_ss[ssel.key];
}
GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel)
@ -973,7 +973,8 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
std::string macro = format("#define PS_FST %d\n", sel.fst)
+ format("#define PS_WMS %d\n", sel.wms)
+ format("#define PS_WMT %d\n", sel.wmt)
+ format("#define PS_TEX_FMT %d\n", sel.tex_fmt)
+ format("#define PS_AEM_FMT %d\n", sel.aem_fmt)
+ format("#define PS_PAL_FMT %d\n", sel.pal_fmt)
+ format("#define PS_DFMT %d\n", sel.dfmt)
+ format("#define PS_DEPTH_FMT %d\n", sel.depth_fmt)
+ format("#define PS_CHANNEL_FETCH %d\n", sel.channel)
@ -1216,7 +1217,8 @@ void GSDeviceOGL::SelfShaderTest()
sel.depth_fmt = depth;
sel.ltf = ltf;
sel.aem = aem;
sel.tex_fmt = fmt;
sel.aem_fmt = fmt & 3;
sel.pal_fmt = fmt >> 2;
sel.wms = wms;
sel.wmt = wmt;
std::string file = format("Shader_Ltf_%d__Aem_%d__TFmt_%d__Wms_%d__Wmt_%d__DepthFmt_%d.glsl.asm",
@ -1930,13 +1932,13 @@ void GSDeviceOGL::SetupCBMisc(const GSVector4i& channel)
void GSDeviceOGL::SetupPipeline(const VSSelector& vsel, const GSSelector& gsel, const PSSelector& psel)
{
auto i = m_ps.find(psel);
auto i = m_ps.find(psel.key);
GLuint ps;
if (i == m_ps.end())
{
ps = CompilePS(psel);
m_ps[psel] = ps;
m_ps[psel.key] = ps;
}
else
{
@ -2004,7 +2006,7 @@ void GSDeviceOGL::SetupPipeline(const VSSelector& vsel, const GSSelector& gsel,
void GSDeviceOGL::SetupSampler(PSSamplerSelector ssel)
{
PSSetSamplerState(m_ps_ss[ssel]);
PSSetSamplerState(m_ps_ss[ssel.key]);
}
GLuint GSDeviceOGL::GetPaletteSamplerID()
@ -2014,7 +2016,7 @@ GLuint GSDeviceOGL::GetPaletteSamplerID()
void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel)
{
OMSetDepthStencilState(m_om_dss[dssel]);
OMSetDepthStencilState(m_om_dss[dssel.key]);
}
static GSDeviceOGL::VSConstantBuffer convertCB(const GSHWDrawConfig::VSConstantBuffer& cb)
@ -2130,10 +2132,10 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
// Always bind the RT. This way special effect can use it.
PSSetShaderResource(3, config.rt);
SetupSampler(PSSamplerSelector(config.sampler.key));
SetupSampler(config.sampler);
OMSetBlendState(config.blend.index, config.blend.factor, config.blend.is_constant, config.blend.is_accumulation, config.blend.is_mixed_hw_sw);
OMSetColorMaskState(OMColorMaskSelector(config.colormask.key));
SetupOM(OMDepthStencilSelector(config.depth.key));
OMSetColorMaskState(config.colormask);
SetupOM(config.depth);
VSConstantBuffer cb_vs = convertCB(config.cb_vs);
PSConstantBuffer cb_ps = convertCB(config.cb_ps, config.ps.atst);
@ -2156,10 +2158,8 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
}
}
PSSelector pssel;
pssel.key = config.ps.key;
const VSSelector vssel = convertSel(config.vs);
SetupPipeline(vssel, gssel, pssel);
SetupPipeline(vssel, gssel, config.ps);
if (config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::PrimIDTracking)
{
@ -2184,10 +2184,9 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
// Ask PS to discard shader above the primitiveID max
glDepthMask(GLState::depth_mask);
pssel.date = 3;
config.ps.date = 3;
config.alpha_second_pass.ps.date = 3;
SetupPipeline(vssel, gssel, pssel);
SetupPipeline(vssel, gssel, config.ps);
// Be sure that first pass is finished !
Barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
@ -2204,10 +2203,9 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
cb_ps = convertCB(config.alpha_second_pass.cb_ps, config.alpha_second_pass.ps.atst);
SetupCB(&cb_vs, &cb_ps);
}
pssel.key = config.alpha_second_pass.ps.key;
SetupPipeline(vssel, gssel, pssel);
OMSetColorMaskState(OMColorMaskSelector(config.alpha_second_pass.colormask.key));
SetupOM(OMDepthStencilSelector(config.alpha_second_pass.depth.key));
SetupPipeline(vssel, gssel, config.alpha_second_pass.ps);
OMSetColorMaskState(config.alpha_second_pass.colormask);
SetupOM(config.alpha_second_pass.depth);
SendHWDraw(config);
}

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@ -272,181 +272,10 @@ public:
}
};
struct PSSelector
{
// Performance note: there are too many shader combinations
// It might hurt the performance due to frequent toggling worse it could consume
// a lots of memory.
union
{
struct
{
// *** Word 1
// Format
u32 tex_fmt : 4;
u32 dfmt : 2;
u32 depth_fmt : 2;
// Alpha extension/Correction
u32 aem : 1;
u32 fba : 1;
// Fog
u32 fog : 1;
// Flat/goround shading
u32 iip : 1;
// Pixel test
u32 date : 3;
u32 atst : 3;
// Color sampling
u32 fst : 1; // Investigate to do it on the VS
u32 tfx : 3;
u32 tcc : 1;
u32 wms : 2;
u32 wmt : 2;
u32 ltf : 1;
// Shuffle and fbmask effect
u32 shuffle : 1;
u32 read_ba : 1;
u32 write_rg : 1;
u32 fbmask : 1;
//u32 _free1:0;
// *** Word 2
// Blend and Colclip
u32 blend_a : 2;
u32 blend_b : 2;
u32 blend_c : 2;
u32 blend_d : 2;
u32 clr1 : 1; // useful?
u32 hdr : 1;
u32 colclip : 1;
u32 pabe : 1;
// Others ways to fetch the texture
u32 channel : 3;
// Dithering
u32 dither : 2;
// Depth clamp
u32 zclamp : 1;
// Hack
u32 tcoffsethack : 1;
u32 urban_chaos_hle : 1;
u32 tales_of_abyss_hle : 1;
u32 tex_is_fb : 1; // Jak Shadows
u32 automatic_lod : 1;
u32 manual_lod : 1;
u32 point_sampler : 1;
u32 invalid_tex0 : 1; // Lupin the 3rd
u32 _free2 : 6;
};
u64 key;
};
// FIXME is the & useful ?
operator u64() const { return key; }
PSSelector()
: key(0)
{
}
};
struct PSSamplerSelector
{
union
{
struct
{
u32 tau : 1;
u32 tav : 1;
u32 biln : 1;
u32 triln : 3;
u32 aniso : 1;
u32 _free : 25;
};
u32 key;
};
operator u32() { return key; }
PSSamplerSelector()
: key(0)
{
}
PSSamplerSelector(u32 k)
: key(k)
{
}
};
struct OMDepthStencilSelector
{
union
{
struct
{
u32 ztst : 2;
u32 zwe : 1;
u32 date : 1;
u32 date_one : 1;
u32 _free : 27;
};
u32 key;
};
// FIXME is the & useful ?
operator u32() { return key; }
OMDepthStencilSelector()
: key(0)
{
}
OMDepthStencilSelector(u32 k)
: key(k)
{
}
};
struct OMColorMaskSelector
{
union
{
struct
{
u32 wr : 1;
u32 wg : 1;
u32 wb : 1;
u32 wa : 1;
u32 _free : 28;
};
struct
{
u32 wrgba : 4;
};
u32 key;
};
// FIXME is the & useful ?
operator u32() { return key & 0xf; }
OMColorMaskSelector()
: key(0xF)
{
}
OMColorMaskSelector(u32 c) { wrgba = c; }
};
using PSSelector = GSHWDrawConfig::PSSelector;
using PSSamplerSelector = GSHWDrawConfig::SamplerSelector;
using OMDepthStencilSelector = GSHWDrawConfig::DepthStencilSelector;
using OMColorMaskSelector = GSHWDrawConfig::ColorMaskSelector;
struct alignas(32) MiscConstantBuffer
{