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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
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.
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@ -45,7 +45,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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out.Write("};\n");
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting, "");
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GenerateVSOutputMembers(out, ApiType, numTexgen, host_config, "");
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out.Write("};\n\n");
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WriteUberShaderCommonHeader(out, ApiType, host_config);
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@ -67,7 +67,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
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{
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting,
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GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
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GetInterpolationQualifier(msaa, ssaa, true, false));
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out.Write("} vs;\n");
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}
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@ -77,7 +77,8 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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for (u32 i = 0; i < numTexgen; ++i)
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out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
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out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
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if (!host_config.fast_depth_calc)
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out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
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if (per_pixel_lighting)
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{
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out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
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@ -184,8 +185,11 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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out.Write(" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n");
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out.Write("}\n");
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// clipPos/w needs to be done in pixel shader, not here
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out.Write("o.clipPos = o.pos;\n");
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if (!host_config.fast_depth_calc)
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{
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// clipPos/w needs to be done in pixel shader, not here
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out.Write("o.clipPos = o.pos;\n");
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}
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if (per_pixel_lighting)
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{
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@ -207,8 +211,13 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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// We adjust our depth value for clipping purposes to match the perspective projection in the
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// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
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out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
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out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
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out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0
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out.Write("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
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out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0
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if (host_config.backend_geometry_shaders)
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{
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out.Write("o.clipDist0 = clipDist0;\n");
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out.Write("o.clipDist1 = clipDist1;\n");
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}
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}
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// Write the true depth value. If the game uses depth textures, then the pixel shader will
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@ -269,7 +278,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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{
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if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
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{
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AssignVSOutputMembers(out, "vs", "o", numTexgen, per_pixel_lighting);
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AssignVSOutputMembers(out, "vs", "o", numTexgen, host_config);
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}
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else
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{
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@ -277,7 +286,8 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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// are not supported, however that will require at least OpenGL 3.2 support.
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for (u32 i = 0; i < numTexgen; ++i)
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out.Write("tex%d.xyz = o.tex%d;\n", i, i);
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out.Write("clipPos = o.clipPos;\n");
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if (!host_config.fast_depth_calc)
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out.Write("clipPos = o.clipPos;\n");
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if (per_pixel_lighting)
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{
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out.Write("Normal = o.Normal;\n");
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@ -289,8 +299,8 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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if (host_config.backend_depth_clamp)
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{
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out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
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out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
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out.Write("gl_ClipDistance[0] = clipDist0;\n");
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out.Write("gl_ClipDistance[1] = clipDist1;\n");
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}
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// Vulkan NDC space has Y pointing down (right-handed NDC space).
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@ -477,4 +487,4 @@ void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>
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callback(uid);
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}
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}
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}
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} // namespace UberShader
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