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authorStenzek <stenzek@gmail.com>2019-01-23 18:11:17 +1000
committerStenzek <stenzek@gmail.com>2019-01-23 18:34:22 +1000
commit68cb24172b4e76c96f38b7a44d8d5d45e4adc900 (patch)
treec2d71004767237e71658ea157b4c0d9e6447f265 /Source/Core
parent3627ef8a0489765eb10ab29a7988866b52493239 (diff)
ShaderGen: Omit some unused varyings when possible
Removes the clipPos varying unless slow-depth is used, and the clipDistance varyings if geometry shaders are not used.
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp48
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp27
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.h2
-rw-r--r--Source/Core/VideoCommon/ShaderGenCommon.h28
-rw-r--r--Source/Core/VideoCommon/UberShaderPixel.cpp14
-rw-r--r--Source/Core/VideoCommon/UberShaderVertex.cpp34
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp28
7 files changed, 107 insertions, 74 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index f5b7b1b35e..e6fa3d3913 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -39,11 +39,9 @@ GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, const char* vertex,
- APIType ApiType, bool wireframe, bool pixel_lighting,
- bool first_vertex = false);
+ APIType ApiType, bool wireframe, bool first_vertex = false);
static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
- const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe,
- bool pixel_lighting);
+ const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe);
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data)
@@ -52,7 +50,6 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
const bool wireframe = host_config.wireframe;
- const bool pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool stereo = host_config.stereo;
@@ -96,7 +93,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
"};\n");
out.Write("struct VS_OUTPUT {\n");
- GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting, "");
+ GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config, "");
out.Write("};\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
@@ -105,12 +102,12 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("VARYING_LOCATION(0) in VertexData {\n");
- GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting,
+ GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
out.Write("} vs[%d];\n", vertex_in);
out.Write("VARYING_LOCATION(0) out VertexData {\n");
- GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting,
+ GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
if (stereo)
@@ -152,8 +149,8 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT start, end;\n");
- AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, pixel_lighting);
- AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, pixel_lighting);
+ AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, host_config);
+ AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, host_config);
}
else
{
@@ -183,7 +180,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT center;\n");
- AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, pixel_lighting);
+ AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, host_config);
}
else
{
@@ -214,7 +211,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT f;\n");
- AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, pixel_lighting);
+ AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, host_config);
if (host_config.backend_depth_clamp &&
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE))
@@ -266,8 +263,8 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
}
out.Write("\t}\n");
- EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, pixel_lighting, true);
- EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe, pixel_lighting);
+ EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, true);
+ EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe);
}
else if (primitive_type == PrimitiveType::Points)
{
@@ -295,19 +292,19 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
}
out.Write("\t}\n");
- EmitVertex(out, host_config, uid_data, "ll", ApiType, wireframe, pixel_lighting, true);
- EmitVertex(out, host_config, uid_data, "lr", ApiType, wireframe, pixel_lighting);
- EmitVertex(out, host_config, uid_data, "ul", ApiType, wireframe, pixel_lighting);
- EmitVertex(out, host_config, uid_data, "ur", ApiType, wireframe, pixel_lighting);
+ EmitVertex(out, host_config, uid_data, "ll", ApiType, wireframe, true);
+ EmitVertex(out, host_config, uid_data, "lr", ApiType, wireframe);
+ EmitVertex(out, host_config, uid_data, "ul", ApiType, wireframe);
+ EmitVertex(out, host_config, uid_data, "ur", ApiType, wireframe);
}
else
{
- EmitVertex(out, host_config, uid_data, "f", ApiType, wireframe, pixel_lighting, true);
+ EmitVertex(out, host_config, uid_data, "f", ApiType, wireframe, true);
}
out.Write("\t}\n");
- EndPrimitive(out, host_config, uid_data, ApiType, wireframe, pixel_lighting);
+ EndPrimitive(out, host_config, uid_data, ApiType, wireframe);
if (stereo && !host_config.backend_gs_instancing)
out.Write("\t}\n");
@@ -319,7 +316,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, const char* vertex,
- APIType ApiType, bool wireframe, bool pixel_lighting, bool first_vertex)
+ APIType ApiType, bool wireframe, bool first_vertex)
{
if (wireframe && first_vertex)
out.Write("\tif (i == 0) first = %s;\n", vertex);
@@ -332,14 +329,14 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
out.Write("\tgl_ClipDistance[0] = %s.clipDist0;\n", vertex);
out.Write("\tgl_ClipDistance[1] = %s.clipDist1;\n", vertex);
}
- AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, pixel_lighting);
+ AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config);
}
else if (ApiType == APIType::Vulkan)
{
// Vulkan NDC space has Y pointing down (right-handed NDC space).
out.Write("\tgl_Position = %s.pos;\n", vertex);
out.Write("\tgl_Position.y = -gl_Position.y;\n");
- AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, pixel_lighting);
+ AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config);
}
else
{
@@ -353,11 +350,10 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
}
static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
- const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe,
- bool pixel_lighting)
+ const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe)
{
if (wireframe)
- EmitVertex(out, host_config, uid_data, "first", ApiType, wireframe, pixel_lighting);
+ EmitVertex(out, host_config, uid_data, "first", ApiType, wireframe);
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("\tEndPrimitive();\n");
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 936dd8e937..ce42363d19 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -351,7 +351,7 @@ void ClearUnusedPixelShaderUidBits(APIType ApiType, const ShaderHostConfig& host
}
void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
- bool per_pixel_lighting, bool bounding_box)
+ const ShaderHostConfig& host_config, bool bounding_box)
{
// dot product for integer vectors
out.Write("int idot(int3 x, int3 y)\n"
@@ -430,7 +430,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texg
"#define bpmem_tevorder(i) (bpmem_pack2[(i)].x)\n"
"#define bpmem_tevksel(i) (bpmem_pack2[(i)].y)\n\n");
- if (per_pixel_lighting)
+ if (host_config.per_pixel_lighting)
{
out.Write("%s", s_lighting_struct);
@@ -458,7 +458,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texg
}
out.Write("struct VS_OUTPUT {\n");
- GenerateVSOutputMembers(out, ApiType, num_texgens, per_pixel_lighting, "");
+ GenerateVSOutputMembers(out, ApiType, num_texgens, host_config, "");
out.Write("};\n");
}
@@ -491,7 +491,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
uid_data->genMode_numindstages);
// Stuff that is shared between ubershaders and pixelgen.
- WritePixelShaderCommonHeader(out, ApiType, uid_data->genMode_numtexgens, per_pixel_lighting,
+ WritePixelShaderCommonHeader(out, ApiType, uid_data->genMode_numtexgens, host_config,
uid_data->bounding_box);
if (uid_data->forced_early_z && g_ActiveConfig.backend_info.bSupportsEarlyZ)
@@ -591,7 +591,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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,
+ GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
if (stereo)
@@ -609,7 +609,8 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
{
out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
}
- out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
+ if (!host_config.fast_depth_calc)
+ out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
@@ -646,8 +647,11 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
out.Write(",\n in %s float3 tex%d : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa), i,
i);
- out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
- uid_data->genMode_numtexgens);
+ if (!host_config.fast_depth_calc)
+ {
+ out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
+ uid_data->genMode_numtexgens);
+ }
if (per_pixel_lighting)
{
out.Write(",\n in %s float3 Normal : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
@@ -655,8 +659,11 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
out.Write(",\n in %s float3 WorldPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens + 2);
}
- out.Write(",\n in float clipDist0 : SV_ClipDistance0\n");
- out.Write(",\n in float clipDist1 : SV_ClipDistance1\n");
+ if (host_config.backend_geometry_shaders)
+ {
+ out.Write(",\n in float clipDist0 : SV_ClipDistance0\n");
+ out.Write(",\n in float clipDist1 : SV_ClipDistance1\n");
+ }
if (stereo)
out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
out.Write(" ) {\n");
diff --git a/Source/Core/VideoCommon/PixelShaderGen.h b/Source/Core/VideoCommon/PixelShaderGen.h
index da5137b8cb..91c19300ba 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.h
+++ b/Source/Core/VideoCommon/PixelShaderGen.h
@@ -167,7 +167,7 @@ typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data);
void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
- bool per_pixel_lighting, bool bounding_box);
+ const ShaderHostConfig& host_config, bool bounding_box);
void ClearUnusedPixelShaderUidBits(APIType ApiType, const ShaderHostConfig& host_config,
PixelShaderUid* uid);
PixelShaderUid GetPixelShaderUid();
diff --git a/Source/Core/VideoCommon/ShaderGenCommon.h b/Source/Core/VideoCommon/ShaderGenCommon.h
index 85534b164b..83416d06d4 100644
--- a/Source/Core/VideoCommon/ShaderGenCommon.h
+++ b/Source/Core/VideoCommon/ShaderGenCommon.h
@@ -214,7 +214,7 @@ inline void DefineOutputMember(T& object, APIType api_type, const char* qualifie
template <class T>
inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
- bool per_pixel_lighting, const char* qualifier)
+ const ShaderHostConfig& host_config, const char* qualifier)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
@@ -223,9 +223,10 @@ inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
for (unsigned int i = 0; i < texgens; ++i)
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
- DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
+ if (!host_config.fast_depth_calc)
+ DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
- if (per_pixel_lighting)
+ if (host_config.per_pixel_lighting)
{
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
texgens + 1);
@@ -233,13 +234,16 @@ inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
texgens + 2);
}
- DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
- DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
+ if (host_config.backend_geometry_shaders)
+ {
+ DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
+ DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
+ }
}
template <class T>
inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 texgens,
- bool per_pixel_lighting)
+ const ShaderHostConfig& host_config)
{
object.Write("\t%s.pos = %s.pos;\n", a, b);
object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
@@ -248,16 +252,20 @@ inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 t
for (unsigned int i = 0; i < texgens; ++i)
object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
- object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
+ if (!host_config.fast_depth_calc)
+ object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
- if (per_pixel_lighting)
+ if (host_config.per_pixel_lighting)
{
object.Write("\t%s.Normal = %s.Normal;\n", a, b);
object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
}
- object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b);
- object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b);
+ if (host_config.backend_geometry_shaders)
+ {
+ object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b);
+ object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b);
+ }
}
// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
diff --git a/Source/Core/VideoCommon/UberShaderPixel.cpp b/Source/Core/VideoCommon/UberShaderPixel.cpp
index 4d66fac968..0d5d733fa2 100644
--- a/Source/Core/VideoCommon/UberShaderPixel.cpp
+++ b/Source/Core/VideoCommon/UberShaderPixel.cpp
@@ -59,7 +59,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write("// Pixel UberShader for %u texgens%s%s\n", numTexgen,
early_depth ? ", early-depth" : "", per_pixel_depth ? ", per-pixel depth" : "");
- WritePixelShaderCommonHeader(out, ApiType, numTexgen, per_pixel_lighting, bounding_box);
+ WritePixelShaderCommonHeader(out, ApiType, numTexgen, host_config, bounding_box);
WriteUberShaderCommonHeader(out, ApiType, host_config);
if (per_pixel_lighting)
WriteLightingFunction(out);
@@ -106,7 +106,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
- GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting,
+ GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
if (stereo)
@@ -122,7 +122,8 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
// Let's set up attributes
for (u32 i = 0; i < numTexgen; ++i)
out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
- out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
+ if (!host_config.fast_depth_calc)
+ out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
@@ -709,8 +710,11 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
for (u32 i = 0; i < numTexgen; ++i)
out.Write(",\n in %s float3 tex%u : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa), i,
i);
- out.Write("\n,\n in %s float4 clipPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
- numTexgen);
+ if (!host_config.fast_depth_calc)
+ {
+ out.Write("\n,\n in %s float4 clipPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
+ numTexgen);
+ }
if (per_pixel_lighting)
{
out.Write(",\n in %s float3 Normal : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp
index bf24f6afda..af2b12110c 100644
--- a/Source/Core/VideoCommon/UberShaderVertex.cpp
+++ b/Source/Core/VideoCommon/UberShaderVertex.cpp
@@ -45,7 +45,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
- GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting, "");
+ GenerateVSOutputMembers(out, ApiType, numTexgen, host_config, "");
out.Write("};\n\n");
WriteUberShaderCommonHeader(out, ApiType, host_config);
@@ -67,7 +67,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
- GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting,
+ GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
out.Write("} vs;\n");
}
@@ -77,7 +77,8 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
for (u32 i = 0; i < numTexgen; ++i)
out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
- out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
+ if (!host_config.fast_depth_calc)
+ out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
@@ -184,8 +185,11 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write(" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n");
out.Write("}\n");
- // clipPos/w needs to be done in pixel shader, not here
- out.Write("o.clipPos = o.pos;\n");
+ if (!host_config.fast_depth_calc)
+ {
+ // clipPos/w needs to be done in pixel shader, not here
+ out.Write("o.clipPos = o.pos;\n");
+ }
if (per_pixel_lighting)
{
@@ -207,8 +211,13 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
- out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
- out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0
+ out.Write("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
+ out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0
+ if (host_config.backend_geometry_shaders)
+ {
+ out.Write("o.clipDist0 = clipDist0;\n");
+ out.Write("o.clipDist1 = clipDist1;\n");
+ }
}
// Write the true depth value. If the game uses depth textures, then the pixel shader will
@@ -269,7 +278,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
{
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
- AssignVSOutputMembers(out, "vs", "o", numTexgen, per_pixel_lighting);
+ AssignVSOutputMembers(out, "vs", "o", numTexgen, host_config);
}
else
{
@@ -277,7 +286,8 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
// are not supported, however that will require at least OpenGL 3.2 support.
for (u32 i = 0; i < numTexgen; ++i)
out.Write("tex%d.xyz = o.tex%d;\n", i, i);
- out.Write("clipPos = o.clipPos;\n");
+ if (!host_config.fast_depth_calc)
+ out.Write("clipPos = o.clipPos;\n");
if (per_pixel_lighting)
{
out.Write("Normal = o.Normal;\n");
@@ -289,8 +299,8 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
if (host_config.backend_depth_clamp)
{
- out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
- out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
+ out.Write("gl_ClipDistance[0] = clipDist0;\n");
+ out.Write("gl_ClipDistance[1] = clipDist1;\n");
}
// Vulkan NDC space has Y pointing down (right-handed NDC space).
@@ -477,4 +487,4 @@ void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>
callback(uid);
}
}
-}
+} // namespace UberShader
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index ccec60731c..2c89b368ad 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -98,7 +98,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
- GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting, "");
+ GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "");
out.Write("};\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
@@ -132,7 +132,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
- GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting,
+ GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
out.Write("} vs;\n");
}
@@ -146,7 +146,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
}
}
- out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
+ if (!host_config.fast_depth_calc)
+ out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
@@ -398,7 +399,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
}
// clipPos/w needs to be done in pixel shader, not here
- out.Write("o.clipPos = o.pos;\n");
+ if (!host_config.fast_depth_calc)
+ out.Write("o.clipPos = o.pos;\n");
if (per_pixel_lighting)
{
@@ -422,8 +424,13 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
- out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
- out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0
+ out.Write("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
+ out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0
+ if (host_config.backend_geometry_shaders)
+ {
+ out.Write("o.clipDist0 = clipDist0;\n");
+ out.Write("o.clipDist1 = clipDist1;\n");
+ }
}
// Write the true depth value. If the game uses depth textures, then the pixel shader will
@@ -487,7 +494,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
{
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
{
- AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, per_pixel_lighting);
+ AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, host_config);
}
else
{
@@ -495,7 +502,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// are not supported, however that will require at least OpenGL 3.2 support.
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
out.Write("tex%d.xyz = o.tex%d;\n", i, i);
- out.Write("clipPos = o.clipPos;\n");
+ if (!host_config.fast_depth_calc)
+ out.Write("clipPos = o.clipPos;\n");
if (per_pixel_lighting)
{
out.Write("Normal = o.Normal;\n");
@@ -507,8 +515,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
if (host_config.backend_depth_clamp)
{
- out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
- out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
+ out.Write("gl_ClipDistance[0] = clipDist0;\n");
+ out.Write("gl_ClipDistance[1] = clipDist1;\n");
}
// Vulkan NDC space has Y pointing down (right-handed NDC space).