VideoCommon: flush vertex manager if components change

This commit is contained in:
Tillmann Karras
2015-11-01 22:39:31 +01:00
parent 491e149545
commit 983978ee66
15 changed files with 56 additions and 51 deletions

View File

@ -525,14 +525,14 @@ void PixelShaderCache::Shutdown()
g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
{
PixelShaderUid uid;
GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
GetPixelShaderUid(uid, dstAlphaMode, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
}
@ -562,7 +562,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
// Need to compile a new shader
ShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))

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@ -20,7 +20,7 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
static bool SetShader(DSTALPHA_MODE dstAlphaMode); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }

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@ -151,16 +151,14 @@ void VertexManager::Draw(u32 stride)
void VertexManager::vFlush(bool useDstAlpha)
{
u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
if (!PixelShaderCache::SetShader(
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, components))
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
return;
}
if (!VertexShaderCache::SetShader(components))
if (!VertexShaderCache::SetShader())
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
return;

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@ -184,14 +184,14 @@ void VertexShaderCache::Shutdown()
g_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader(u32 components)
bool VertexShaderCache::SetShader()
{
VertexShaderUid uid;
GetVertexShaderUid(uid, components, API_D3D);
GetVertexShaderUid(uid, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D);
GenerateVertexShaderCode(code, API_D3D);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
@ -217,7 +217,7 @@ bool VertexShaderCache::SetShader(u32 components)
}
ShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D);
GenerateVertexShaderCode(code, API_D3D);
D3DBlob* pbytecode = nullptr;
D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);

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@ -19,7 +19,7 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
static bool SetShader(); // TODO: Should be renamed to LoadShader
static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }

View File

@ -176,10 +176,10 @@ void ProgramShaderCache::UploadConstants()
}
}
SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
{
SHADERUID uid;
GetShaderId(&uid, dstAlphaMode, components, primitive_type);
GetShaderId(&uid, dstAlphaMode, primitive_type);
// Check if the shader is already set
if (last_entry)
@ -214,8 +214,8 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
ShaderCode vcode;
ShaderCode pcode;
ShaderCode gcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
GenerateVertexShaderCode(vcode, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL);
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough())
GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
@ -396,20 +396,20 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
return result;
}
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
{
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL);
GetVertexShaderUid(uid->vuid, API_OPENGL);
GetGeometryShaderUid(uid->guid, primitive_type, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode pcode;
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL);
pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
ShaderCode vcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GenerateVertexShaderCode(vcode, API_OPENGL);
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
ShaderCode gcode;

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@ -88,8 +88,8 @@ public:
static PCacheEntry GetShaderProgram();
static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_type);
static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type);
static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode, const char* gcode = nullptr);
static GLuint CompileSingleShader(GLuint type, const char *code);

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@ -160,11 +160,11 @@ void VertexManager::vFlush(bool useDstAlpha)
// the same pass as regular rendering.
if (useDstAlpha && dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components, current_primitive_type);
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, current_primitive_type);
}
else
{
ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components, current_primitive_type);
ProgramShaderCache::SetShader(DSTALPHA_NONE, current_primitive_type);
}
// upload global constants
@ -178,7 +178,7 @@ void VertexManager::vFlush(bool useDstAlpha)
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components, current_primitive_type);
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, current_primitive_type);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);