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Multithreadded Shadergen: Second pass over Pixel Shadergen.
Note: It's not 100% perfect, as some of the GPU capablities leak into the pixel shader UID. Currently our UIDs don't get exported, so there is no issue. But someone might want to fix this in the future.
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@ -556,10 +556,10 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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{
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PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode, API_D3D);
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PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D, uid.GetUidData());
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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@ -588,7 +588,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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}
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// Need to compile a new shader
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D, uid.GetUidData());
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
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@ -163,7 +163,7 @@ void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 g
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SetCurrentPrimitiveTopology(gs_primitive_type);
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GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type);
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PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode, API_D3D);
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PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode);
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VertexShaderUid vs_uid = GetVertexShaderUid();
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bool gs_changed = gs_uid != s_last_geometry_shader_uid;
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@ -263,7 +263,7 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D);
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ShaderCode code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D, ps_uid.GetUidData());
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s_pixel_uid_checker.AddToIndexAndCheck(code, ps_uid, "Pixel", "p");
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}
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@ -275,7 +275,7 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
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}
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else
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{
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ShaderCode ps_code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D);
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ShaderCode ps_code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D, ps_uid.GetUidData());
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ID3DBlob* ps_bytecode = nullptr;
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if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode))
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@ -81,12 +81,12 @@ protected:
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PixelShaderUid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) override
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{
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return GetPixelShaderUid(dst_alpha_mode, api_type);
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return GetPixelShaderUid(dst_alpha_mode);
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type,
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PixelShaderUid) override
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PixelShaderUid uid) override
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{
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return GeneratePixelShaderCode(dst_alpha_mode, api_type);
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return GeneratePixelShaderCode(dst_alpha_mode, api_type, uid.GetUidData());
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}
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};
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@ -210,7 +210,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
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newentry.in_cache = 0;
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ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL, uid.vuid.GetUidData());
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ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL);
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ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, uid.puid.GetUidData());
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ShaderCode gcode;
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
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!uid.guid.GetUidData()->IsPassthrough())
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@ -397,13 +397,13 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const std::string& c
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void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
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{
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uid->puid = GetPixelShaderUid(dstAlphaMode, API_OPENGL);
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uid->puid = GetPixelShaderUid(dstAlphaMode);
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uid->vuid = GetVertexShaderUid();
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uid->guid = GetGeometryShaderUid(primitive_type);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL);
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ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, uid->puid.GetUidData());
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pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
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ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL, uid->vuid.GetUidData());
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