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.
This commit is contained in:
Scott Mansell
2016-01-17 01:41:26 +13:00
parent 1a831cfc7d
commit 24e5d21780
6 changed files with 238 additions and 188 deletions

View File

@ -87,7 +87,7 @@ struct pixel_shader_uid_data
}
}
inline u32 GetTevindirefCoord(int index)
inline u32 GetTevindirefCoord(int index) const
{
if (index == 0)
{
@ -108,7 +108,7 @@ struct pixel_shader_uid_data
return 0;
}
inline u32 GetTevindirefMap(int index)
inline u32 GetTevindirefMap(int index) const
{
if (index == 0)
{
@ -165,5 +165,6 @@ struct pixel_shader_uid_data
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
const pixel_shader_uid_data* uid_data);
PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode);