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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
VideoCommon: flush vertex manager if components change
This commit is contained in:
parent
491e149545
commit
983978ee66
@ -525,14 +525,14 @@ void PixelShaderCache::Shutdown()
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g_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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{
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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@ -562,7 +562,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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// Need to compile a new shader
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ShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
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@ -20,7 +20,7 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
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static bool SetShader(DSTALPHA_MODE dstAlphaMode); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
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@ -151,16 +151,14 @@ void VertexManager::Draw(u32 stride)
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void VertexManager::vFlush(bool useDstAlpha)
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{
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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if (!PixelShaderCache::SetShader(
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, components))
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
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}
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if (!VertexShaderCache::SetShader(components))
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if (!VertexShaderCache::SetShader())
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
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@ -184,14 +184,14 @@ void VertexShaderCache::Shutdown()
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g_vs_disk_cache.Close();
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}
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bool VertexShaderCache::SetShader(u32 components)
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bool VertexShaderCache::SetShader()
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{
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components, API_D3D);
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GetVertexShaderUid(uid, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D);
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GenerateVertexShaderCode(code, API_D3D);
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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@ -217,7 +217,7 @@ bool VertexShaderCache::SetShader(u32 components)
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}
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ShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D);
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GenerateVertexShaderCode(code, API_D3D);
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D3DBlob* pbytecode = nullptr;
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D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
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@ -19,7 +19,7 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
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static bool SetShader(); // TODO: Should be renamed to LoadShader
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static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
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static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
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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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@ -114,9 +114,6 @@ public:
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u32 GetVertexStride() const { return vtx_decl.stride; }
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const PortableVertexDeclaration& GetVertexDeclaration() const { return vtx_decl; }
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// TODO: move this under private:
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
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protected:
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// Let subclasses construct.
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NativeVertexFormat() {}
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@ -14,6 +14,7 @@
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h" // for texture projection mode
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@ -165,8 +166,9 @@ template<class T> static inline void WriteAlphaTest(T& out, pixel_shader_uid_dat
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template<class T> static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data);
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template<class T>
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static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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const u32 components = VertexLoaderManager::g_current_components;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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pixel_shader_uid_data dummy_data;
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pixel_shader_uid_data* uid_data = out.template GetUidData<pixel_shader_uid_data>();
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@ -1168,18 +1170,17 @@ static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data)
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out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR".rgb * ifog) >> 8;\n");
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}
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
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GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType);
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}
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void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType, components);
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GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType);
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}
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType, components);
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GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType);
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}
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@ -116,6 +116,6 @@ struct pixel_shader_uid_data
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typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete
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void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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@ -32,6 +32,7 @@ u32 position_matrix_index[3];
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typedef std::unordered_map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>> NativeVertexFormatMap;
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static NativeVertexFormatMap s_native_vertex_map;
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static NativeVertexFormat* s_current_vtx_fmt;
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u32 g_current_components;
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typedef std::unordered_map<VertexLoaderUID, std::unique_ptr<VertexLoaderBase>> VertexLoaderMap;
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static std::mutex s_vertex_loader_map_lock;
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@ -153,7 +154,6 @@ static VertexLoaderBase* RefreshLoader(int vtx_attr_group, bool preprocess = fal
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{
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native.reset(g_vertex_manager->CreateNativeVertexFormat());
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native->Initialize(format);
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native->m_components = loader->m_native_components;
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}
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loader->m_native_vertex_format = native.get();
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}
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@ -185,9 +185,13 @@ int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bo
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return size;
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// If the native vertex format changed, force a flush.
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if (loader->m_native_vertex_format != s_current_vtx_fmt)
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if (loader->m_native_vertex_format != s_current_vtx_fmt ||
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loader->m_native_components != g_current_components)
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{
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VertexManager::Flush();
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}
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s_current_vtx_fmt = loader->m_native_vertex_format;
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g_current_components = loader->m_native_components;
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// if cull mode is CULL_ALL, tell VertexManager to skip triangles and quads.
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// 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
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// These arrays are in reverse order.
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extern float position_cache[3][4];
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extern u32 position_matrix_index[3];
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// VB_HAS_X. Bitmask telling what vertex components are present.
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extern u32 g_current_components;
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}
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@ -9,14 +9,16 @@
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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static char text[16768];
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template<class T>
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static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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static inline void GenerateVertexShader(T& out, API_TYPE api_type)
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{
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const u32 components = VertexLoaderManager::g_current_components;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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vertex_shader_uid_data dummy_data;
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vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
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@ -394,12 +396,12 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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}
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}
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void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
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void GetVertexShaderUid(VertexShaderUid& object, API_TYPE api_type)
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{
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GenerateVertexShader<VertexShaderUid>(object, components, api_type);
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GenerateVertexShader<VertexShaderUid>(object, api_type);
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}
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void GenerateVertexShaderCode(ShaderCode& object, u32 components, API_TYPE api_type)
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void GenerateVertexShaderCode(ShaderCode& object, API_TYPE api_type)
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{
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GenerateVertexShader<ShaderCode>(object, components, api_type);
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GenerateVertexShader<ShaderCode>(object, api_type);
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}
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@ -60,5 +60,5 @@ struct vertex_shader_uid_data
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typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
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void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
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void GenerateVertexShaderCode(ShaderCode& object, u32 components, API_TYPE api_type);
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void GetVertexShaderUid(VertexShaderUid& object, API_TYPE api_type);
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void GenerateVertexShaderCode(ShaderCode& object, API_TYPE api_type);
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