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VideoCommon: flush vertex manager if components change
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@ -176,10 +176,10 @@ void ProgramShaderCache::UploadConstants()
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}
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}
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SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
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SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
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{
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SHADERUID uid;
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GetShaderId(&uid, dstAlphaMode, components, primitive_type);
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GetShaderId(&uid, dstAlphaMode, primitive_type);
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// Check if the shader is already set
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if (last_entry)
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@ -214,8 +214,8 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
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ShaderCode vcode;
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ShaderCode pcode;
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ShaderCode gcode;
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GenerateVertexShaderCode(vcode, components, API_OPENGL);
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
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GenerateVertexShaderCode(vcode, API_OPENGL);
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL);
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough())
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GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
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@ -396,20 +396,20 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
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return result;
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}
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void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
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void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
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{
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GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
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GetVertexShaderUid(uid->vuid, components, API_OPENGL);
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GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL);
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GetVertexShaderUid(uid->vuid, API_OPENGL);
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GetGeometryShaderUid(uid->guid, primitive_type, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode pcode;
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL);
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pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
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ShaderCode vcode;
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GenerateVertexShaderCode(vcode, components, API_OPENGL);
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GenerateVertexShaderCode(vcode, API_OPENGL);
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vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
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ShaderCode gcode;
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@ -88,8 +88,8 @@ public:
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static PCacheEntry GetShaderProgram();
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static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
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static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
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static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_type);
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static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type);
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static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode, const char* gcode = nullptr);
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static GLuint CompileSingleShader(GLuint type, const char *code);
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@ -160,11 +160,11 @@ void VertexManager::vFlush(bool useDstAlpha)
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// the same pass as regular rendering.
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if (useDstAlpha && dualSourcePossible)
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{
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ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components, current_primitive_type);
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ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, current_primitive_type);
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}
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else
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{
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ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components, current_primitive_type);
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ProgramShaderCache::SetShader(DSTALPHA_NONE, current_primitive_type);
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}
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// upload global constants
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@ -178,7 +178,7 @@ void VertexManager::vFlush(bool useDstAlpha)
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// run through vertex groups again to set alpha
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if (useDstAlpha && !dualSourcePossible)
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{
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ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components, current_primitive_type);
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ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, current_primitive_type);
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// only update alpha
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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