ShaderGen: Remove host state from shader uids

This commit is contained in:
Stenzek
2017-06-24 18:18:53 +10:00
parent c207a1072d
commit 82c27182a8
8 changed files with 139 additions and 154 deletions

View File

@ -170,7 +170,6 @@ PixelShaderUid GetPixelShaderUid()
uid_data->genMode_numindstages = bpmem.genMode.numindstages;
uid_data->genMode_numtevstages = bpmem.genMode.numtevstages;
uid_data->genMode_numtexgens = bpmem.genMode.numtexgens;
uid_data->per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
uid_data->bounding_box = g_ActiveConfig.BBoxUseFragmentShaderImplementation() &&
g_ActiveConfig.bBBoxEnable && BoundingBox::active;
uid_data->rgba6_format =
@ -192,13 +191,9 @@ PixelShaderUid GetPixelShaderUid()
uid_data->per_pixel_depth = per_pixel_depth;
uid_data->forced_early_z = forced_early_z;
uid_data->fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (!uid_data->forced_early_z && bpmem.UseEarlyDepthTest() &&
(!uid_data->fast_depth_calc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED))
(!g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED))
{
static bool warn_once = true;
if (warn_once)
@ -209,7 +204,7 @@ PixelShaderUid GetPixelShaderUid()
warn_once = false;
}
if (uid_data->per_pixel_lighting)
if (g_ActiveConfig.bEnablePixelLighting)
{
// The lighting shader only needs the two color bits of the 23bit component bit array.
uid_data->components =
@ -297,7 +292,7 @@ PixelShaderUid GetPixelShaderUid()
}
#define MY_STRUCT_OFFSET(str, elem) ((u32)((u64) & (str).elem - (u64) & (str)))
uid_data->num_values = (uid_data->per_pixel_lighting) ?
uid_data->num_values = (g_ActiveConfig.bEnablePixelLighting) ?
sizeof(*uid_data) :
MY_STRUCT_OFFSET(*uid_data, stagehash[numStages]);
@ -339,7 +334,7 @@ PixelShaderUid GetPixelShaderUid()
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType ApiType);
APIType ApiType, bool stereo);
static void WriteTevRegular(ShaderCode& out, const char* components, int bias, int op, int clamp,
int shift, bool alpha);
static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
@ -354,7 +349,11 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
{
ShaderCode out;
u32 numStages = uid_data->genMode_numtevstages + 1;
const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
const bool msaa = g_ActiveConfig.IsMSAAEnabled();
const bool ssaa = g_ActiveConfig.IsSSAAEnabled();
const bool stereo = g_ActiveConfig.IsStereoEnabled();
const u32 numStages = uid_data->genMode_numtevstages + 1;
out.Write("//Pixel Shader for TEV stages\n");
out.Write("//%i TEV stages, %i texgens, %i IND stages\n", numStages, uid_data->genMode_numtexgens,
@ -422,7 +421,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
"\tfloat4 " I_EFBSCALE ";\n"
"};\n");
if (uid_data->per_pixel_lighting)
if (per_pixel_lighting)
{
out.Write("%s", s_lighting_struct);
@ -450,8 +449,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
}
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
"");
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, per_pixel_lighting, "");
out.Write("};\n");
if (uid_data->forced_early_z)
@ -534,36 +532,29 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(
out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, per_pixel_lighting,
GetInterpolationQualifier(msaa, ssaa, true, true));
if (uid_data->stereo)
if (stereo)
out.Write("\tflat int layer;\n");
out.Write("};\n");
}
else
{
out.Write("%s in float4 colors_0;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s in float4 colors_1;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
i);
out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
}
out.Write("%s in float4 clipPos;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
if (uid_data->per_pixel_lighting)
out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s in float3 Normal;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s in float3 WorldPos;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
}
}
@ -585,30 +576,24 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
" in float4 rawpos : SV_Position,\n",
uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : "");
out.Write(" in %s float4 colors_0 : COLOR0,\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write(" in %s float4 colors_1 : COLOR1\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
out.Write(" in %s float4 colors_1 : COLOR1\n", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
out.Write(",\n in %s float3 uv%d : TEXCOORD%d",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i, i);
out.Write(",\n in %s float4 clipPos : TEXCOORD%d",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
out.Write(",\n in %s float3 uv%d : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa), i, i);
out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens);
if (uid_data->per_pixel_lighting)
if (per_pixel_lighting)
{
out.Write(",\n in %s float3 Normal : TEXCOORD%d",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
out.Write(",\n in %s float3 Normal : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens + 1);
out.Write(",\n in %s float3 WorldPos : TEXCOORD%d",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
out.Write(",\n in %s float3 WorldPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens + 2);
}
out.Write(",\n in float clipDist0 : SV_ClipDistance0\n");
out.Write(",\n in float clipDist1 : SV_ClipDistance1\n");
if (uid_data->stereo)
if (stereo)
out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
out.Write(" ) {\n");
}
@ -630,7 +615,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("\tfloat4 col0 = colors_0;\n");
out.Write("\tfloat4 col1 = colors_1;\n");
if (uid_data->per_pixel_lighting)
if (per_pixel_lighting)
{
out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
out.Write("\tfloat3 pos = WorldPos;\n");
@ -682,12 +667,12 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("\ttempcoord = int2(0, 0);\n");
out.Write("\tint3 iindtex%d = ", i);
SampleTexture(out, "float2(tempcoord)", "abg", texmap, uid_data->stereo, ApiType);
SampleTexture(out, "float2(tempcoord)", "abg", texmap, stereo, ApiType);
}
}
for (unsigned int i = 0; i < numStages; i++)
WriteStage(out, uid_data, i, ApiType); // build the equation for this stage
WriteStage(out, uid_data, i, ApiType, stereo); // build the equation for this stage
{
// The results of the last texenv stage are put onto the screen,
@ -728,7 +713,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("\tint zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
".y * screenpos.y);\n");
}
else if (!uid_data->fast_depth_calc)
else if (!g_ActiveConfig.bFastDepthCalc)
{
// FastDepth means to trust the depth generated in perspective division.
// It should be correct, but it seems not to be as accurate as required. TODO: Find out why!
@ -814,7 +799,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType ApiType)
APIType ApiType, bool stereo)
{
auto& stage = uid_data->stagehash[n];
out.Write("\n\t// TEV stage %d\n", n);
@ -1013,8 +998,7 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
out.Write("\ttevcoord.xy = int2(0, 0);\n");
}
out.Write("\ttextemp = ");
SampleTexture(out, "float2(tevcoord.xy)", texswap, stage.tevorders_texmap, uid_data->stereo,
ApiType);
SampleTexture(out, "float2(tevcoord.xy)", texswap, stage.tevorders_texmap, stereo, ApiType);
}
else
{