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.
This commit is contained in:
Stenzek
2019-01-23 18:11:17 +10:00
parent 3627ef8a04
commit 68cb24172b
7 changed files with 107 additions and 74 deletions

View File

@ -214,7 +214,7 @@ inline void DefineOutputMember(T& object, APIType api_type, const char* qualifie
template <class T>
inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
bool per_pixel_lighting, const char* qualifier)
const ShaderHostConfig& host_config, const char* qualifier)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
@ -223,9 +223,10 @@ inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
for (unsigned int i = 0; i < texgens; ++i)
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
if (!host_config.fast_depth_calc)
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
if (per_pixel_lighting)
if (host_config.per_pixel_lighting)
{
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
texgens + 1);
@ -233,13 +234,16 @@ inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
texgens + 2);
}
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
if (host_config.backend_geometry_shaders)
{
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
}
}
template <class T>
inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 texgens,
bool per_pixel_lighting)
const ShaderHostConfig& host_config)
{
object.Write("\t%s.pos = %s.pos;\n", a, b);
object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
@ -248,16 +252,20 @@ inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 t
for (unsigned int i = 0; i < texgens; ++i)
object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
if (!host_config.fast_depth_calc)
object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
if (per_pixel_lighting)
if (host_config.per_pixel_lighting)
{
object.Write("\t%s.Normal = %s.Normal;\n", a, b);
object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
}
object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b);
object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b);
if (host_config.backend_geometry_shaders)
{
object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b);
object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b);
}
}
// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the