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VideoCommon: Don't pass structs between shaders, use the interface blocks instead.
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@ -264,7 +264,9 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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}
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}
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GenerateVSOutputStruct<T>(out, ApiType);
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers<T>(out, ApiType);
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out.Write("};\n");
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const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z);
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@ -320,7 +322,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("in VertexData {\n");
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out.Write("\tcentroid %s VS_OUTPUT o;\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? "" : "in");
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GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid in");
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("\tflat int layer;\n");
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@ -348,23 +350,16 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i);
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}
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out.Write("\tfloat4 clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("\tfloat4 Normal = o.Normal;\n");
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}
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out.Write("\tfloat3 uv%d = tex%d;\n", i, i);
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}
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else
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{
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// On Mali, global variables must be initialized as constants.
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// This is why we initialize these variables locally instead.
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out.Write("\tfloat4 colors_0 = colors_02;\n");
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out.Write("\tfloat4 colors_1 = colors_12;\n");
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}
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// On Mali, global variables must be initialized as constants.
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// This is why we initialize these variables locally instead.
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out.Write("\tfloat4 colors_0 = %s;\n", g_ActiveConfig.backend_info.bSupportsGeometryShaders ? "o.colors_0" : "colors_02");
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out.Write("\tfloat4 colors_1 = %s;\n", g_ActiveConfig.backend_info.bSupportsGeometryShaders ? "o.colors_1" : "colors_12");
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out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
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}
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