From 68cb24172b4e76c96f38b7a44d8d5d45e4adc900 Mon Sep 17 00:00:00 2001 From: Stenzek Date: Wed, 23 Jan 2019 18:11:17 +1000 Subject: 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. --- Source/Core/VideoCommon/UberShaderVertex.cpp | 34 ++++++++++++++++++---------- 1 file changed, 22 insertions(+), 12 deletions(-) (limited to 'Source/Core/VideoCommon/UberShaderVertex.cpp') 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 callback(uid); } } -} +} // namespace UberShader -- cgit v1.2.3