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authorStenzek <stenzek@gmail.com>2017-09-05 23:33:15 +1000
committerStenzek <stenzek@gmail.com>2017-09-05 23:49:42 +1000
commit84f8ebd95fc70bc3482a53f31d5ebcc5266bb4b7 (patch)
tree7deaef2585f54cb82f004abf0f9f8b5314888183 /Source/Core/VideoCommon/PixelShaderGen.cpp
parent6d32cce2f5701a897ddd95bf702e5ae29ab1c546 (diff)
VideoBackends: Clear uid bits that are unused for the current backend
Currently, this is only the logic op bit, but this will be extended to the framebuffer fetch/blend modes. In the future, when/if we move to VideoCommon pipelines, this state will be part of the pipeline UID anyway, and we can mask it out in the backend by using a two-level map, so the shaders/programs are shared.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 5e561456ab..990f5f938f 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -322,6 +322,16 @@ PixelShaderUid GetPixelShaderUid()
return out;
}
+void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid)
+{
+ pixel_shader_uid_data* uid_data = uid->GetUidData<pixel_shader_uid_data>();
+
+ // OpenGL and Vulkan convert implicitly normalized color outputs to their uint representation.
+ // Therefore, it is not necessary to use a uint output on these backends.
+ if (ApiType != APIType::D3D)
+ uid_data->uint_output = 0;
+}
+
void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
bool per_pixel_lighting, bool bounding_box)
{