diff options
| author | Scott Mansell <phiren@gmail.com> | 2016-01-16 23:49:39 +1300 |
|---|---|---|
| committer | Scott Mansell <phiren@gmail.com> | 2016-06-26 16:13:21 +1200 |
| commit | 28c7113e41a70e278e033094d3088e58eeb00c88 (patch) | |
| tree | 57039ebcb4e98b9a7a51397dd6be783c43e6e553 /Source/Core/VideoBackends/D3D12/ShaderCache.cpp | |
| parent | fa02f47729b0caeec455a47dcd032d663a47a645 (diff) | |
Multithreadded Shadergen: Second Pass over geometery Shadergen
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/ShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/ShaderCache.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D12/ShaderCache.cpp b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp index 2f93956003..677d50f426 100644 --- a/Source/Core/VideoBackends/D3D12/ShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp @@ -162,7 +162,7 @@ void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 g { SetCurrentPrimitiveTopology(gs_primitive_type); - GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type, API_D3D); + GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type); PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode, API_D3D); VertexShaderUid vs_uid = GetVertexShaderUid(API_D3D); @@ -219,7 +219,7 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t if (g_ActiveConfig.bEnableShaderDebugging) { - ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D); + ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData()); s_geometry_uid_checker.AddToIndexAndCheck(code, gs_uid, "Geometry", "g"); } @@ -236,7 +236,8 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t } else { - ShaderCode gs_code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D); + ShaderCode gs_code = + GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData()); ID3DBlob* gs_bytecode = nullptr; if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode)) |
