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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
ShaderGen: Pass host config to shader generation functions
Also moves the host config checks to common.
This commit is contained in:
@ -37,22 +37,25 @@ GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
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return out;
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}
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static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
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const char* vertex, APIType ApiType, bool wireframe, bool pixel_lighting,
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static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, const char* vertex,
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APIType ApiType, bool wireframe, bool pixel_lighting,
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bool first_vertex = false);
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static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data, APIType ApiType,
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bool wireframe, bool pixel_lighting);
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static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe,
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bool pixel_lighting);
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ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid_data* uid_data)
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ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data)
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{
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ShaderCode out;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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const bool wireframe = g_ActiveConfig.bWireFrame;
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const bool wireframe = host_config.wireframe;
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const bool pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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const bool msaa = g_ActiveConfig.IsMSAAEnabled();
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const bool ssaa = g_ActiveConfig.IsSSAAEnabled();
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const bool stereo = g_ActiveConfig.IsStereoEnabled();
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const bool msaa = host_config.msaa;
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const bool ssaa = host_config.ssaa;
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const bool stereo = host_config.stereo;
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const unsigned int vertex_in = uid_data->primitive_type + 1;
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unsigned int vertex_out = uid_data->primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
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@ -62,7 +65,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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// Insert layout parameters
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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if (host_config.backend_gs_instancing)
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{
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out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[uid_data->primitive_type],
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stereo ? 2 : 1);
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@ -96,7 +99,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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if (host_config.backend_gs_instancing)
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("VARYING_LOCATION(0) in VertexData {\n");
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@ -125,7 +128,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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out.Write("};\n");
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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if (host_config.backend_gs_instancing)
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{
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out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, stereo ? 2 : 1);
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out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint "
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@ -197,7 +200,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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{
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// If the GPU supports invocation we don't need a for loop and can simply use the
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// invocation identifier to determine which layer we're rendering.
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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if (host_config.backend_gs_instancing)
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out.Write("\tint eye = InstanceID;\n");
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else
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out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n");
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@ -213,7 +216,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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out.Write("\tVS_OUTPUT f;\n");
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AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, pixel_lighting);
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
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if (host_config.backend_depth_clamp &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE))
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{
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// On certain GPUs we have to consume the clip distance from the vertex shader
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@ -263,8 +266,8 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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}
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out.Write("\t}\n");
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EmitVertex(out, uid_data, "l", ApiType, wireframe, pixel_lighting, true);
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EmitVertex(out, uid_data, "r", ApiType, wireframe, pixel_lighting);
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EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, pixel_lighting, true);
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EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe, pixel_lighting);
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}
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else if (uid_data->primitive_type == PRIMITIVE_POINTS)
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{
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@ -292,21 +295,21 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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}
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out.Write("\t}\n");
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EmitVertex(out, uid_data, "ll", ApiType, wireframe, pixel_lighting, true);
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EmitVertex(out, uid_data, "lr", ApiType, wireframe, pixel_lighting);
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EmitVertex(out, uid_data, "ul", ApiType, wireframe, pixel_lighting);
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EmitVertex(out, uid_data, "ur", ApiType, wireframe, pixel_lighting);
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EmitVertex(out, host_config, uid_data, "ll", ApiType, wireframe, pixel_lighting, true);
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EmitVertex(out, host_config, uid_data, "lr", ApiType, wireframe, pixel_lighting);
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EmitVertex(out, host_config, uid_data, "ul", ApiType, wireframe, pixel_lighting);
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EmitVertex(out, host_config, uid_data, "ur", ApiType, wireframe, pixel_lighting);
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}
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else
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{
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EmitVertex(out, uid_data, "f", ApiType, wireframe, pixel_lighting, true);
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EmitVertex(out, host_config, uid_data, "f", ApiType, wireframe, pixel_lighting, true);
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}
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out.Write("\t}\n");
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EndPrimitive(out, uid_data, ApiType, wireframe, pixel_lighting);
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EndPrimitive(out, host_config, uid_data, ApiType, wireframe, pixel_lighting);
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if (stereo && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
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if (stereo && !host_config.backend_gs_instancing)
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out.Write("\t}\n");
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out.Write("}\n");
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@ -314,9 +317,9 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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return out;
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}
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static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
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const char* vertex, APIType ApiType, bool wireframe, bool pixel_lighting,
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bool first_vertex)
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static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, const char* vertex,
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APIType ApiType, bool wireframe, bool pixel_lighting, bool first_vertex)
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{
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if (wireframe && first_vertex)
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out.Write("\tif (i == 0) first = %s;\n", vertex);
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@ -324,7 +327,7 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
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if (ApiType == APIType::OpenGL)
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{
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out.Write("\tgl_Position = %s.pos;\n", vertex);
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
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if (host_config.backend_depth_clamp)
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{
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out.Write("\tgl_ClipDistance[0] = %s.clipDist0;\n", vertex);
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out.Write("\tgl_ClipDistance[1] = %s.clipDist1;\n", vertex);
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@ -349,11 +352,12 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
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out.Write("\toutput.Append(ps);\n");
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}
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static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data, APIType ApiType,
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bool wireframe, bool pixel_lighting)
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static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe,
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bool pixel_lighting)
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{
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if (wireframe)
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EmitVertex(out, uid_data, "first", ApiType, wireframe, pixel_lighting);
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EmitVertex(out, host_config, uid_data, "first", ApiType, wireframe, pixel_lighting);
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("\tEndPrimitive();\n");
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