PixelShaderGen: Drop dstAlphaMode constant in shader generation.

It is already stored within the UID.
This commit is contained in:
degasus
2016-09-28 22:31:39 +02:00
parent 7b29b3c571
commit 829fc8f0ad
10 changed files with 26 additions and 33 deletions

View File

@ -342,11 +342,10 @@ static void WriteTevRegular(ShaderCode& out, const char* components, int bias, i
static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
bool stereo, APIType ApiType);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
bool per_pixel_depth);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
const pixel_shader_uid_data* uid_data)
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
{
ShaderCode out;
@ -515,7 +514,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
@ -587,8 +586,9 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
{
out.Write("void main(\n");
out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," :
"",
uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ?
"\n out float4 ocol1 : SV_Target1," :
"",
uid_data->per_pixel_depth ? "\n out float depth : SV_Depth," : "");
out.Write(" in %s float4 colors_0 : COLOR0,\n",
@ -716,7 +716,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
// testing result)
if (uid_data->Pretest == AlphaTest::UNDETERMINED ||
(uid_data->Pretest == AlphaTest::FAIL && uid_data->late_ztest))
WriteAlphaTest(out, uid_data, ApiType, dstAlphaMode, uid_data->per_pixel_depth);
WriteAlphaTest(out, uid_data, ApiType, uid_data->per_pixel_depth);
if (uid_data->zfreeze)
{
@ -787,7 +787,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
}
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
if (uid_data->dstAlphaMode == DSTALPHA_ALPHA_PASS)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
out.Write("\tocol0 = float4(float3(prev.rgb), float(" I_ALPHA ".a)) / 255.0;\n");
@ -799,7 +799,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
}
// Use dual-source color blending to perform dst alpha in a single pass
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
@ -1195,7 +1195,7 @@ static const char* tevAlphaFunclogicTable[] = {
};
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
bool per_pixel_depth)
{
static const char* alphaRef[2] = {I_ALPHA ".r", I_ALPHA ".g"};
@ -1222,7 +1222,7 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
out.Write(")) {\n");
out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (per_pixel_depth)
{