From 6d32cce2f5701a897ddd95bf702e5ae29ab1c546 Mon Sep 17 00:00:00 2001 From: Stenzek Date: Tue, 5 Sep 2017 23:24:32 +1000 Subject: ShaderGen: Output uint when logic op is enabled for D3D ubershaders --- Source/Core/VideoCommon/UberShaderPixel.cpp | 32 +++++++++++++++++------------ 1 file changed, 19 insertions(+), 13 deletions(-) (limited to 'Source/Core/VideoCommon/UberShaderPixel.cpp') diff --git a/Source/Core/VideoCommon/UberShaderPixel.cpp b/Source/Core/VideoCommon/UberShaderPixel.cpp index 4e760408c5..0ba299260f 100644 --- a/Source/Core/VideoCommon/UberShaderPixel.cpp +++ b/Source/Core/VideoCommon/UberShaderPixel.cpp @@ -654,13 +654,19 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config, if (early_depth && host_config.backend_early_z) out.Write("[earlydepthstencil]\n"); - out.Write("void main(\n" - " out float4 ocol0 : SV_Target0,\n" - " out float4 ocol1 : SV_Target1,\n" - " %s\n", - per_pixel_depth ? "\n out float depth : SV_Depth," : ""); + out.Write("void main(\n"); + if (uid_data->uint_output) + { + out.Write(" out uint4 ocol0 : SV_Target,\n"); + } + else + { + out.Write(" out float4 ocol0 : SV_Target0,\n" + " out float4 ocol1 : SV_Target1,\n"); + } + if (per_pixel_depth) + out.Write(" out float depth : SV_Depth,\n"); out.Write(" in float4 rawpos : SV_Position,\n"); - out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa)); out.Write(" in %s float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa)); @@ -1186,14 +1192,14 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config, out.Write(" else\n" " ocol0.a = float(TevResult.a >> 2) / 63.0;\n" " \n"); - } - if (use_dual_source) - { - out.Write(" // Dest alpha override (dual source blending)\n" - " // Colors will be blended against the alpha from ocol1 and\n" - " // the alpha from ocol0 will be written to the framebuffer.\n" - " ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n"); + if (use_dual_source) + { + out.Write(" // Dest alpha override (dual source blending)\n" + " // Colors will be blended against the alpha from ocol1 and\n" + " // the alpha from ocol0 will be written to the framebuffer.\n" + " ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n"); + } } if (bounding_box) -- cgit v1.2.3 From 84f8ebd95fc70bc3482a53f31d5ebcc5266bb4b7 Mon Sep 17 00:00:00 2001 From: Stenzek Date: Tue, 5 Sep 2017 23:33:15 +1000 Subject: 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. --- Source/Core/VideoCommon/UberShaderPixel.cpp | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'Source/Core/VideoCommon/UberShaderPixel.cpp') diff --git a/Source/Core/VideoCommon/UberShaderPixel.cpp b/Source/Core/VideoCommon/UberShaderPixel.cpp index 0ba299260f..494adca95d 100644 --- a/Source/Core/VideoCommon/UberShaderPixel.cpp +++ b/Source/Core/VideoCommon/UberShaderPixel.cpp @@ -29,6 +29,16 @@ PixelShaderUid GetPixelShaderUid() return out; } +void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid) +{ + pixel_ubershader_uid_data* uid_data = uid->GetUidData(); + + // 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; +} + ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config, const pixel_ubershader_uid_data* uid_data) { -- cgit v1.2.3