diff options
| author | JMC47 <JMC4789@gmail.com> | 2025-12-22 17:08:02 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-12-22 17:08:02 -0500 |
| commit | 0a3aac6d85d1e276755e4f1a4215eef567c1c85c (patch) | |
| tree | 4bd5cd6fdeffdb57eceac62e306bae545e6834bd /Source/Core/VideoCommon/ShaderCache.cpp | |
| parent | 9cb8b69f4e789eb0741588e5db3a6c7119a45e61 (diff) | |
| parent | c97a947f678bc33735b7267dff46848442dab332 (diff) | |
Merge pull request #14043 from iwubcode/custom_resource
VideoCommon: separate the concept of a 'resource' from an 'asset', add Material/Shader loading
Diffstat (limited to 'Source/Core/VideoCommon/ShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/ShaderCache.cpp | 134 |
1 files changed, 2 insertions, 132 deletions
diff --git a/Source/Core/VideoCommon/ShaderCache.cpp b/Source/Core/VideoCommon/ShaderCache.cpp index 03dc21c937..22a5437046 100644 --- a/Source/Core/VideoCommon/ShaderCache.cpp +++ b/Source/Core/VideoCommon/ShaderCache.cpp @@ -15,6 +15,7 @@ #include "VideoCommon/DriverDetails.h" #include "VideoCommon/FramebufferManager.h" #include "VideoCommon/FramebufferShaderGen.h" +#include "VideoCommon/PipelineUtils.h" #include "VideoCommon/Present.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexLoaderManager.h" @@ -607,141 +608,10 @@ AbstractPipelineConfig ShaderCache::GetGXPipelineConfig( return config; } -/// Edits the UID based on driver bugs and other special configurations -static GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in) -{ - GXPipelineUid out; - // TODO: static_assert(std::is_trivially_copyable_v<GXPipelineUid>); - // GXPipelineUid is not trivially copyable because RasterizationState and BlendingState aren't - // either, but we can pretend it is for now. This will be improved after PR #10848 is finished. - memcpy(static_cast<void*>(&out), static_cast<const void*>(&in), sizeof(out)); // copy padding - pixel_shader_uid_data* ps = out.ps_uid.GetUidData(); - BlendingState& blend = out.blending_state; - - if (ps->ztest == EmulatedZ::ForcedEarly && !out.depth_state.update_enable) - { - // No need to force early depth test if you're not writing z - ps->ztest = EmulatedZ::Early; - } - - // If framebuffer fetch is available, we can emulate logic ops in the fragment shader - // and don't need the below blend approximation - if (blend.logic_op_enable && !g_backend_info.bSupportsLogicOp && - !g_backend_info.bSupportsFramebufferFetch) - { - if (!blend.LogicOpApproximationIsExact()) - WARN_LOG_FMT(VIDEO, - "Approximating logic op with blending, this will produce incorrect rendering."); - if (blend.LogicOpApproximationWantsShaderHelp()) - { - ps->emulate_logic_op_with_blend = true; - ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value()); - } - blend.ApproximateLogicOpWithBlending(); - } - - const bool benefits_from_ps_dual_source_off = - (!g_backend_info.bSupportsDualSourceBlend && g_backend_info.bSupportsFramebufferFetch) || - DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING); - if (benefits_from_ps_dual_source_off && !blend.RequiresDualSrc()) - { - // Only use dual-source blending when required on drivers that don't support it very well. - ps->no_dual_src = true; - blend.use_dual_src = false; - } - - if (g_backend_info.bSupportsFramebufferFetch) - { - bool fbfetch_blend = false; - if ((DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DISCARD_WITH_EARLY_Z) || - !g_backend_info.bSupportsEarlyZ) && - ps->ztest == EmulatedZ::ForcedEarly) - { - ps->ztest = EmulatedZ::EarlyWithFBFetch; - fbfetch_blend |= static_cast<bool>(out.blending_state.blend_enable); - ps->no_dual_src = true; - } - fbfetch_blend |= blend.logic_op_enable && !g_backend_info.bSupportsLogicOp; - fbfetch_blend |= blend.use_dual_src && !g_backend_info.bSupportsDualSourceBlend; - if (fbfetch_blend) - { - ps->no_dual_src = true; - if (blend.logic_op_enable) - { - ps->logic_op_enable = true; - ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value()); - blend.logic_op_enable = false; - } - if (blend.blend_enable) - { - ps->blend_enable = true; - ps->blend_src_factor = blend.src_factor; - ps->blend_src_factor_alpha = blend.src_factor_alpha; - ps->blend_dst_factor = blend.dst_factor; - ps->blend_dst_factor_alpha = blend.dst_factor_alpha; - ps->blend_subtract = blend.subtract; - ps->blend_subtract_alpha = blend.subtract_alpha; - blend.blend_enable = false; - } - } - } - - // force dual src off if we can't support it - if (!g_backend_info.bSupportsDualSourceBlend) - { - ps->no_dual_src = true; - blend.use_dual_src = false; - } - - if (ps->ztest == EmulatedZ::ForcedEarly && !g_backend_info.bSupportsEarlyZ) - { - // These things should be false - ASSERT(!ps->zfreeze); - // ZCOMPLOC HACK: - // The only way to emulate alpha test + early-z is to force early-z in the shader. - // As this isn't available on all drivers and as we can't emulate this feature otherwise, - // we are only able to choose which one we want to respect more. - // Tests seem to have proven that writing depth even when the alpha test fails is more - // important that a reliable alpha test, so we just force the alpha test to always succeed. - // At least this seems to be less buggy. - ps->ztest = EmulatedZ::EarlyWithZComplocHack; - } - - if (g_ActiveConfig.UseVSForLinePointExpand() && - (out.rasterization_state.primitive == PrimitiveType::Points || - out.rasterization_state.primitive == PrimitiveType::Lines)) - { - // All primitives are expanded to triangles in the vertex shader - vertex_shader_uid_data* vs = out.vs_uid.GetUidData(); - const PortableVertexDeclaration& decl = out.vertex_format->GetVertexDeclaration(); - vs->position_has_3_elems = decl.position.components >= 3; - vs->texcoord_elem_count = 0; - for (int i = 0; i < 8; i++) - { - if (decl.texcoords[i].enable) - { - ASSERT(decl.texcoords[i].components <= 3); - vs->texcoord_elem_count |= decl.texcoords[i].components << (i * 2); - } - } - out.vertex_format = nullptr; - if (out.rasterization_state.primitive == PrimitiveType::Points) - vs->vs_expand = VSExpand::Point; - else - vs->vs_expand = VSExpand::Line; - PrimitiveType prim = g_backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip : - PrimitiveType::Triangles; - out.rasterization_state.primitive = prim; - out.gs_uid.GetUidData()->primitive_type = static_cast<u32>(prim); - } - - return out; -} - std::optional<AbstractPipelineConfig> ShaderCache::GetGXPipelineConfig(const GXPipelineUid& config_in) { - GXPipelineUid config = ApplyDriverBugs(config_in); + GXPipelineUid config = VideoCommon::ApplyDriverBugs(config_in); const AbstractShader* vs; auto vs_iter = m_vs_cache.shader_map.find(config.vs_uid); if (vs_iter != m_vs_cache.shader_map.end() && !vs_iter->second.pending) |
