VideoCommon: Don't pass State by inout

Spirv-cross's MSL codegen makes the amazing choice of compiling calls to inout functions as `State temp = s; call_function(temp); s = temp`.  Not all Metal backends handle this mess well.  In particular, it causes register spills on Intel, losing about 5% in performance.
This commit is contained in:
TellowKrinkle 2022-06-12 21:31:16 -05:00
parent db6e928c8d
commit 25929789c1

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@ -502,14 +502,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"\n"
"int4 getTevReg(in State s, uint index) {{\n");
WriteSwitch(out, api_type, "index", tev_regs_lookup_table, 2, false);
out.Write("}}\n"
"\n"
"void setRegColor(inout State s, uint index, int3 color) {{\n");
WriteSwitch(out, api_type, "index", tev_c_set_table, 2, true);
out.Write("}}\n"
"\n"
"void setRegAlpha(inout State s, uint index, int alpha) {{\n");
WriteSwitch(out, api_type, "index", tev_a_set_table, 2, true);
out.Write("}}\n"
"\n");
@ -861,9 +853,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" else\n"
" color = clamp(color, -1024, 1023);\n"
"\n"
" // Write result to the correct input register of the next stage\n"
" setRegColor(s, color_dest, color);\n"
"\n");
" // Write result to the correct input register of the next stage\n");
WriteSwitch(out, api_type, "color_dest", tev_c_set_table, 6, true);
out.Write("\n");
// Alpha combiner
out.Write(" // Alpha Combiner\n");
@ -927,11 +919,10 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" else\n"
" alpha = clamp(alpha, -1024, 1023);\n"
"\n"
" // Write result to the correct input register of the next stage\n"
" setRegAlpha(s, alpha_dest, alpha);\n"
" }}\n");
out.Write(" }} // Main TEV loop\n"
" // Write result to the correct input register of the next stage\n");
WriteSwitch(out, api_type, "alpha_dest", tev_a_set_table, 6, true);
out.Write(" }}\n"
" }} // Main TEV loop\n"
"\n");
// Select the output color and alpha registers from the last stage.