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

@ -98,7 +98,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting, "");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "");
out.Write("};\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
@ -132,7 +132,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting,
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
out.Write("} vs;\n");
}
@ -146,7 +146,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
}
}
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (!host_config.fast_depth_calc)
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
@ -398,7 +399,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
}
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
if (!host_config.fast_depth_calc)
out.Write("o.clipPos = o.pos;\n");
if (per_pixel_lighting)
{
@ -422,8 +424,13 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0
out.Write("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0
if (host_config.backend_geometry_shaders)
{
out.Write("o.clipDist0 = clipDist0;\n");
out.Write("o.clipDist1 = clipDist1;\n");
}
}
// Write the true depth value. If the game uses depth textures, then the pixel shader will
@ -487,7 +494,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
{
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
{
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, per_pixel_lighting);
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, host_config);
}
else
{
@ -495,7 +502,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// are not supported, however that will require at least OpenGL 3.2 support.
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
out.Write("tex%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
if (!host_config.fast_depth_calc)
out.Write("clipPos = o.clipPos;\n");
if (per_pixel_lighting)
{
out.Write("Normal = o.Normal;\n");
@ -507,8 +515,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
if (host_config.backend_depth_clamp)
{
out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
out.Write("gl_ClipDistance[0] = clipDist0;\n");
out.Write("gl_ClipDistance[1] = clipDist1;\n");
}
// Vulkan NDC space has Y pointing down (right-handed NDC space).