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| author | Markus Wick <degasus@users.noreply.github.com> | 2016-10-05 12:20:58 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2016-10-05 12:20:58 +0200 |
| commit | ef1bfc26b2f109e650b40f7b88275832366cc12b (patch) | |
| tree | 3ac89bde07bf8d431e0f9124f657ad6aa7e55059 /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | 22d925992663f27d200dd9dfcf3085884b74f08d (diff) | |
| parent | 6d2827ff6b781e2d7cbb1b242e23a635ab708050 (diff) | |
Merge pull request #4291 from degasus/shader_gen
PixelShaderGen: Fix UID issues.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 37 |
1 files changed, 13 insertions, 24 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index e4227e8280..ce63752b86 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -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)) { @@ -587,8 +575,9 @@ 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," : ""); out.Write(" in %s float4 colors_0 : COLOR0,\n", @@ -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) { |
