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authorStenzek <stenzek@gmail.com>2017-07-20 17:10:02 +1000
committerStenzek <stenzek@gmail.com>2017-07-20 17:54:33 +1000
commit3ea9d86faa2544b8c1c235db9456f271baf42fec (patch)
tree87a16a5a23002309127209967011c4d75ad8d93e /Source/Core/VideoCommon/PixelShaderGen.cpp
parentd01b0bf60fba2101e45cfac1e5747edcdbab5fc1 (diff)
ShaderGen: Pass host config to shader generation functions
Also moves the host config checks to common.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp17
1 files changed, 9 insertions, 8 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 0dd4e868c6..fe4ef11bb0 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -345,14 +345,15 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data,
bool use_dual_source);
-ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
+ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
+ const pixel_shader_uid_data* uid_data)
{
ShaderCode out;
const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
- const bool msaa = g_ActiveConfig.IsMSAAEnabled();
- const bool ssaa = g_ActiveConfig.IsSSAAEnabled();
- const bool stereo = g_ActiveConfig.IsStereoEnabled();
+ const bool msaa = host_config.msaa;
+ const bool ssaa = host_config.ssaa;
+ const bool stereo = host_config.stereo;
const u32 numStages = uid_data->genMode_numtevstages + 1;
out.Write("//Pixel Shader for TEV stages\n");
@@ -501,7 +502,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
// Only use dual-source blending when required on drivers that don't support it very well.
const bool use_dual_source =
- g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
+ host_config.backend_dual_source_blend &&
(!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) ||
uid_data->useDstAlpha);
@@ -529,7 +530,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("#define depth gl_FragDepth\n");
// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
+ if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, per_pixel_lighting,
@@ -560,7 +561,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("void main()\n{\n");
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
+ if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
out.Write("\tfloat3 uv%d = tex%d;\n", i, i);
@@ -713,7 +714,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("\tint zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
".y * screenpos.y);\n");
}
- else if (!g_ActiveConfig.bFastDepthCalc)
+ else if (!host_config.fast_depth_calc)
{
// FastDepth means to trust the depth generated in perspective division.
// It should be correct, but it seems not to be as accurate as required. TODO: Find out why!