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

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@ -114,9 +114,6 @@ public:
u32 GetVertexStride() const { return vtx_decl.stride; }
const PortableVertexDeclaration& GetVertexDeclaration() const { return vtx_decl; }
// TODO: move this under private:
u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
protected:
// Let subclasses construct.
NativeVertexFormat() {}

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@ -14,6 +14,7 @@
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h" // for texture projection mode
@ -165,8 +166,9 @@ template<class T> static inline void WriteAlphaTest(T& out, pixel_shader_uid_dat
template<class T> static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data);
template<class T>
static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
{
const u32 components = VertexLoaderManager::g_current_components;
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
pixel_shader_uid_data dummy_data;
pixel_shader_uid_data* uid_data = out.template GetUidData<pixel_shader_uid_data>();
@ -1168,18 +1170,17 @@ static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data)
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR".rgb * ifog) >> 8;\n");
}
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
{
GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType);
}
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
{
GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType);
}
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
{
GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType);
}

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@ -116,6 +116,6 @@ struct pixel_shader_uid_data
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);

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@ -32,6 +32,7 @@ u32 position_matrix_index[3];
typedef std::unordered_map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>> NativeVertexFormatMap;
static NativeVertexFormatMap s_native_vertex_map;
static NativeVertexFormat* s_current_vtx_fmt;
u32 g_current_components;
typedef std::unordered_map<VertexLoaderUID, std::unique_ptr<VertexLoaderBase>> VertexLoaderMap;
static std::mutex s_vertex_loader_map_lock;
@ -153,7 +154,6 @@ static VertexLoaderBase* RefreshLoader(int vtx_attr_group, bool preprocess = fal
{
native.reset(g_vertex_manager->CreateNativeVertexFormat());
native->Initialize(format);
native->m_components = loader->m_native_components;
}
loader->m_native_vertex_format = native.get();
}
@ -185,9 +185,13 @@ int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bo
return size;
// If the native vertex format changed, force a flush.
if (loader->m_native_vertex_format != s_current_vtx_fmt)
if (loader->m_native_vertex_format != s_current_vtx_fmt ||
loader->m_native_components != g_current_components)
{
VertexManager::Flush();
}
s_current_vtx_fmt = loader->m_native_vertex_format;
g_current_components = loader->m_native_components;
// if cull mode is CULL_ALL, tell VertexManager to skip triangles and quads.
// They still need to go through vertex loading, because we need to calculate a zfreeze refrence slope.

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@ -33,5 +33,8 @@ namespace VertexLoaderManager
// These arrays are in reverse order.
extern float position_cache[3][4];
extern u32 position_matrix_index[3];
// VB_HAS_X. Bitmask telling what vertex components are present.
extern u32 g_current_components;
}

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@ -9,14 +9,16 @@
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
static char text[16768];
template<class T>
static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
static inline void GenerateVertexShader(T& out, API_TYPE api_type)
{
const u32 components = VertexLoaderManager::g_current_components;
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
vertex_shader_uid_data dummy_data;
vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
@ -394,12 +396,12 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
}
}
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
void GetVertexShaderUid(VertexShaderUid& object, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderUid>(object, components, api_type);
GenerateVertexShader<VertexShaderUid>(object, api_type);
}
void GenerateVertexShaderCode(ShaderCode& object, u32 components, API_TYPE api_type)
void GenerateVertexShaderCode(ShaderCode& object, API_TYPE api_type)
{
GenerateVertexShader<ShaderCode>(object, components, api_type);
GenerateVertexShader<ShaderCode>(object, api_type);
}

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@ -60,5 +60,5 @@ struct vertex_shader_uid_data
typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
void GenerateVertexShaderCode(ShaderCode& object, u32 components, API_TYPE api_type);
void GetVertexShaderUid(VertexShaderUid& object, API_TYPE api_type);
void GenerateVertexShaderCode(ShaderCode& object, API_TYPE api_type);