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https://github.com/dolphin-emu/dolphin.git
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VideoCommon: update custom pipeline action to support a variety of texture samplers (2D, 2D array, and cube maps)
This commit is contained in:
parent
acd76918d7
commit
ae758f489a
@ -11,6 +11,7 @@
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "Common/VariantUtil.h"
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#include "Core/System.h"
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#include "VideoCommon/AbstractGfx.h"
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@ -175,20 +176,6 @@ std::vector<std::string> GlobalConflicts(std::string_view source)
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return global_result;
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}
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void WriteDefines(ShaderCode* out, const std::vector<std::string>& texture_code_names,
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u32 texture_unit)
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{
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for (std::size_t i = 0; i < texture_code_names.size(); i++)
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{
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const auto& code_name = texture_code_names[i];
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out->Write("#define {}_UNIT_{{0}} {}\n", code_name, texture_unit);
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out->Write(
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"#define {0}_COORD_{{0}} float3(data.texcoord[data.texmap_to_texcoord_index[{1}]].xy, "
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"{2})\n",
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code_name, texture_unit, i + 1);
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}
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}
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} // namespace
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std::unique_ptr<CustomPipelineAction>
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@ -267,186 +254,251 @@ void CustomPipelineAction::OnDrawStarted(GraphicsModActionData::DrawStarted* dra
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if (!draw_started->custom_pixel_shader) [[unlikely]]
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return;
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if (!m_valid)
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if (!draw_started->material_uniform_buffer) [[unlikely]]
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return;
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if (m_passes.empty()) [[unlikely]]
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return;
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// For now assume a single pass
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auto& pass = m_passes[0];
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if (!pass.m_pixel_shader.m_asset) [[unlikely]]
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return;
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const auto shader_data = pass.m_pixel_shader.m_asset->GetData();
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if (shader_data)
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{
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if (m_last_generated_shader_code.GetBuffer().empty())
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{
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// Calculate shader details
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std::string color_shader_data =
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ReplaceAll(shader_data->m_shader_source, "custom_main", CUSTOM_PIXELSHADER_COLOR_FUNC);
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const auto global_conflicts = GlobalConflicts(color_shader_data);
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color_shader_data = ReplaceAll(color_shader_data, "\r\n", "\n");
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color_shader_data = ReplaceAll(color_shader_data, "{", "{{");
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color_shader_data = ReplaceAll(color_shader_data, "}", "}}");
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// First replace global conflicts with dummy strings
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// This avoids the problem where a shorter word
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// is in a longer word, ex two functions: 'execute' and 'execute_fast'
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for (std::size_t i = 0; i < global_conflicts.size(); i++)
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{
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const std::string& identifier = global_conflicts[i];
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color_shader_data =
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ReplaceAll(color_shader_data, identifier, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i));
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}
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// Now replace the temporaries with the actual value
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for (std::size_t i = 0; i < global_conflicts.size(); i++)
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{
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const std::string& identifier = global_conflicts[i];
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color_shader_data = ReplaceAll(color_shader_data, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i),
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fmt::format("{}_{{0}}", identifier));
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}
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for (const auto& texture_code_name : m_texture_code_names)
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{
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color_shader_data =
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ReplaceAll(color_shader_data, fmt::format("{}_COORD", texture_code_name),
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fmt::format("{}_COORD_{{0}}", texture_code_name));
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color_shader_data = ReplaceAll(color_shader_data, fmt::format("{}_UNIT", texture_code_name),
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fmt::format("{}_UNIT_{{0}}", texture_code_name));
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}
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WriteDefines(&m_last_generated_shader_code, m_texture_code_names, draw_started->texture_unit);
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m_last_generated_shader_code.Write("{}", color_shader_data);
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}
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CustomPixelShader custom_pixel_shader;
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custom_pixel_shader.custom_shader = m_last_generated_shader_code.GetBuffer();
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*draw_started->custom_pixel_shader = custom_pixel_shader;
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}
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}
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void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate* create)
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{
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if (!create->custom_textures) [[unlikely]]
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return;
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if (!create->additional_dependencies) [[unlikely]]
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return;
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if (m_passes_config.empty()) [[unlikely]]
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return;
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if (m_passes.empty()) [[unlikely]]
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return;
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m_valid = true;
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auto& loader = Core::System::GetInstance().GetCustomAssetLoader();
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// For now assume a single pass
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const auto& pass_config = m_passes_config[0];
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auto& pass = m_passes[0];
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if (!pass.m_pixel_material.m_asset)
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if (!pass.m_pixel_material.m_asset ||
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pass_config.m_pixel_material_asset != pass.m_pixel_material.m_asset->GetAssetId())
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{
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pass.m_pixel_material.m_asset =
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loader.LoadMaterial(pass_config.m_pixel_material_asset, m_library);
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pass.m_pixel_material.m_cached_write_time = pass.m_pixel_material.m_asset->GetLastLoadedTime();
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}
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create->additional_dependencies->push_back(VideoCommon::CachedAsset<VideoCommon::CustomAsset>{
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pass.m_pixel_material.m_asset, pass.m_pixel_material.m_asset->GetLastLoadedTime()});
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const auto material_data = pass.m_pixel_material.m_asset->GetData();
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if (!material_data)
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return;
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if (!pass.m_pixel_shader.m_asset || pass.m_pixel_material.m_asset->GetLastLoadedTime() >
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pass.m_pixel_material.m_cached_write_time)
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{
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m_last_generated_shader_code = ShaderCode{};
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return;
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}
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std::size_t max_material_data_size = 0;
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if (pass.m_pixel_material.m_asset->GetLastLoadedTime() >
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pass.m_pixel_material.m_cached_write_time)
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{
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m_last_generated_material_code = ShaderCode{};
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pass.m_pixel_material.m_cached_write_time = pass.m_pixel_material.m_asset->GetLastLoadedTime();
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std::size_t texture_count = 0;
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for (const auto& property : material_data->properties)
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{
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max_material_data_size += VideoCommon::MaterialProperty::GetMemorySize(property);
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VideoCommon::MaterialProperty::WriteAsShaderCode(m_last_generated_material_code, property);
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if (auto* texture_asset_id =
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std::get_if<VideoCommon::CustomAssetLibrary::AssetID>(&property.m_value))
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{
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texture_count++;
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}
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}
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m_material_data.resize(max_material_data_size);
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pass.m_game_textures.resize(texture_count);
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}
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if (!pass.m_pixel_shader.m_asset ||
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pass.m_pixel_shader.m_asset->GetLastLoadedTime() > pass.m_pixel_shader.m_cached_write_time ||
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material_data->shader_asset != pass.m_pixel_shader.m_asset->GetAssetId())
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{
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pass.m_pixel_shader.m_asset = loader.LoadPixelShader(material_data->shader_asset, m_library);
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pass.m_pixel_shader.m_cached_write_time = pass.m_pixel_shader.m_asset->GetLastLoadedTime();
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m_last_generated_shader_code = ShaderCode{};
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}
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create->additional_dependencies->push_back(VideoCommon::CachedAsset<VideoCommon::CustomAsset>{
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pass.m_pixel_shader.m_asset, pass.m_pixel_shader.m_asset->GetLastLoadedTime()});
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const auto shader_data = pass.m_pixel_shader.m_asset->GetData();
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if (!shader_data)
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{
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m_valid = false;
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return;
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}
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m_texture_code_names.clear();
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std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> game_assets;
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for (const auto& property : material_data->properties)
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if (shader_data->m_properties.size() != material_data->properties.size())
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{
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return;
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}
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u8* material_buffer = m_material_data.data();
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u32 sampler_index = 8;
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for (std::size_t index = 0; index < material_data->properties.size(); index++)
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{
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auto& property = material_data->properties[index];
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const auto shader_it = shader_data->m_properties.find(property.m_code_name);
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if (shader_it == shader_data->m_properties.end())
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{
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ERROR_LOG_FMT(VIDEO,
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"Custom pipeline for texture '{}' has material asset '{}' that uses a "
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"Custom pipeline, has material asset '{}' that uses a "
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"code name of '{}' but that can't be found on shader asset '{}'!",
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create->texture_name, pass.m_pixel_material.m_asset->GetAssetId(),
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property.m_code_name, pass.m_pixel_shader.m_asset->GetAssetId());
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m_valid = false;
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pass.m_pixel_material.m_asset->GetAssetId(), property.m_code_name,
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pass.m_pixel_shader.m_asset->GetAssetId());
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return;
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}
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if (auto* value = std::get_if<std::string>(&property.m_value))
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if (auto* texture_asset_id =
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std::get_if<VideoCommon::CustomAssetLibrary::AssetID>(&property.m_value))
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{
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auto asset = loader.LoadGameTexture(*value, m_library);
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if (asset)
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if (*texture_asset_id != "")
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{
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const auto loaded_time = asset->GetLastLoadedTime();
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game_assets.push_back(
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VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{std::move(asset), loaded_time});
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m_texture_code_names.push_back(property.m_code_name);
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auto asset = loader.LoadGameTexture(*texture_asset_id, m_library);
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if (!asset)
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{
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return;
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}
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auto& texture_asset = pass.m_game_textures[index];
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if (!texture_asset ||
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texture_asset->m_cached_asset.m_asset->GetLastLoadedTime() >
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texture_asset->m_cached_asset.m_cached_write_time ||
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*texture_asset_id != texture_asset->m_cached_asset.m_asset->GetAssetId())
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{
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if (!texture_asset)
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{
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texture_asset = PipelinePass::CachedTextureAsset{};
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}
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const auto loaded_time = asset->GetLastLoadedTime();
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texture_asset->m_cached_asset = VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{
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std::move(asset), loaded_time};
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texture_asset->m_texture.reset();
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if (std::holds_alternative<VideoCommon::ShaderProperty::Sampler2D>(
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shader_it->second.m_default))
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{
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texture_asset->m_sampler_code =
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fmt::format("SAMPLER_BINDING({}) uniform sampler2D samp_{};\n", sampler_index,
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property.m_code_name);
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texture_asset->m_define_code = fmt::format("#define HAS_{} 1\n", property.m_code_name);
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}
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else if (std::holds_alternative<VideoCommon::ShaderProperty::Sampler2DArray>(
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shader_it->second.m_default))
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{
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texture_asset->m_sampler_code =
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fmt::format("SAMPLER_BINDING({}) uniform sampler2DArray samp_{};\n", sampler_index,
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property.m_code_name);
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texture_asset->m_define_code = fmt::format("#define HAS_{} 1\n", property.m_code_name);
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}
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else if (std::holds_alternative<VideoCommon::ShaderProperty::SamplerCube>(
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shader_it->second.m_default))
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{
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texture_asset->m_sampler_code =
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fmt::format("SAMPLER_BINDING({}) uniform samplerCube samp_{};\n", sampler_index,
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property.m_code_name);
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texture_asset->m_define_code = fmt::format("#define HAS_{} 1\n", property.m_code_name);
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}
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}
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const auto texture_data = texture_asset->m_cached_asset.m_asset->GetData();
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if (!texture_data)
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{
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return;
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}
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if (texture_asset->m_texture)
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{
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g_gfx->SetTexture(sampler_index, texture_asset->m_texture.get());
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g_gfx->SetSamplerState(sampler_index, texture_data->m_sampler);
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}
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else
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{
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AbstractTextureType texture_usage = AbstractTextureType::Texture_2DArray;
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if (std::holds_alternative<VideoCommon::ShaderProperty::SamplerCube>(
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shader_it->second.m_default))
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{
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texture_usage = AbstractTextureType::Texture_CubeMap;
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}
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else if (std::holds_alternative<VideoCommon::ShaderProperty::Sampler2D>(
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shader_it->second.m_default))
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{
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texture_usage = AbstractTextureType::Texture_2D;
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}
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if (texture_data->m_texture.m_slices.empty() ||
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texture_data->m_texture.m_slices[0].m_levels.empty())
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{
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return;
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}
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auto& first_slice = texture_data->m_texture.m_slices[0];
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const TextureConfig texture_config(
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first_slice.m_levels[0].width, first_slice.m_levels[0].height,
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static_cast<u32>(first_slice.m_levels.size()),
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static_cast<u32>(texture_data->m_texture.m_slices.size()), 1,
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first_slice.m_levels[0].format, 0, texture_usage);
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texture_asset->m_texture = g_gfx->CreateTexture(
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texture_config, fmt::format("Custom shader texture '{}'", property.m_code_name));
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for (std::size_t slice_index = 0; slice_index < texture_data->m_texture.m_slices.size();
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slice_index++)
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{
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auto& slice = texture_data->m_texture.m_slices[slice_index];
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for (u32 level_index = 0; level_index < static_cast<u32>(slice.m_levels.size());
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++level_index)
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{
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auto& level = slice.m_levels[level_index];
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texture_asset->m_texture->Load(level_index, level.width, level.height,
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level.row_length, level.data.data(), level.data.size(),
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static_cast<u32>(slice_index));
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}
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}
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}
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sampler_index++;
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}
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}
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else
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{
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VideoCommon::MaterialProperty::WriteToMemory(material_buffer, property);
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}
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}
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// Note: we swap here instead of doing a clear + append of the member
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// variable so that any loaded assets from previous iterations
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// won't be let go
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std::swap(pass.m_game_textures, game_assets);
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for (auto& game_texture : pass.m_game_textures)
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if (m_last_generated_shader_code.GetBuffer().empty())
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{
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if (game_texture.m_asset)
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// Calculate shader details
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std::string color_shader_data =
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ReplaceAll(shader_data->m_shader_source, "custom_main", CUSTOM_PIXELSHADER_COLOR_FUNC);
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const auto global_conflicts = GlobalConflicts(color_shader_data);
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color_shader_data = ReplaceAll(color_shader_data, "\r\n", "\n");
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color_shader_data = ReplaceAll(color_shader_data, "{", "{{");
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color_shader_data = ReplaceAll(color_shader_data, "}", "}}");
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// First replace global conflicts with dummy strings
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// This avoids the problem where a shorter word
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// is in a longer word, ex two functions: 'execute' and 'execute_fast'
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for (std::size_t i = 0; i < global_conflicts.size(); i++)
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{
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auto data = game_texture.m_asset->GetData();
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if (data)
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{
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if (data->m_texture.m_slices.empty() || data->m_texture.m_slices[0].m_levels.empty())
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{
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ERROR_LOG_FMT(
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VIDEO,
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"Custom pipeline for texture '{}' has asset '{}' that does not have any texture data",
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create->texture_name, game_texture.m_asset->GetAssetId());
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m_valid = false;
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}
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else if (create->texture_width != data->m_texture.m_slices[0].m_levels[0].width ||
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create->texture_height != data->m_texture.m_slices[0].m_levels[0].height)
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{
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ERROR_LOG_FMT(VIDEO,
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"Custom pipeline for texture '{}' has asset '{}' that does not match "
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"the width/height of the texture loaded. Texture {}x{} vs asset {}x{}",
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create->texture_name, game_texture.m_asset->GetAssetId(),
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create->texture_width, create->texture_height,
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data->m_texture.m_slices[0].m_levels[0].width,
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data->m_texture.m_slices[0].m_levels[0].height);
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m_valid = false;
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}
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}
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else
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{
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m_valid = false;
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}
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const std::string& identifier = global_conflicts[i];
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color_shader_data =
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ReplaceAll(color_shader_data, identifier, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i));
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}
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// Now replace the temporaries with the actual value
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for (std::size_t i = 0; i < global_conflicts.size(); i++)
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{
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const std::string& identifier = global_conflicts[i];
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color_shader_data = ReplaceAll(color_shader_data, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i),
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fmt::format("{}_{{0}}", identifier));
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}
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for (const auto& game_texture : pass.m_game_textures)
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{
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if (!game_texture)
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continue;
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m_last_generated_shader_code.Write("{}", game_texture->m_sampler_code);
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m_last_generated_shader_code.Write("{}", game_texture->m_define_code);
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}
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for (std::size_t i = 0; i < draw_started->texture_units.size(); i++)
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{
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const auto& texture_unit = draw_started->texture_units[i];
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m_last_generated_shader_code.Write(
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"#define TEX_COORD{} data.texcoord[data.texmap_to_texcoord_index[{}]].xy\n", i,
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texture_unit);
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}
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m_last_generated_shader_code.Write("{}", color_shader_data);
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}
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// TODO: compare game textures and shader requirements
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create->custom_textures->insert(create->custom_textures->end(), pass.m_game_textures.begin(),
|
||||
pass.m_game_textures.end());
|
||||
CustomPixelShader custom_pixel_shader;
|
||||
custom_pixel_shader.custom_shader = m_last_generated_shader_code.GetBuffer();
|
||||
custom_pixel_shader.material_uniform_block = m_last_generated_material_code.GetBuffer();
|
||||
*draw_started->custom_pixel_shader = custom_pixel_shader;
|
||||
*draw_started->material_uniform_buffer = m_material_data;
|
||||
}
|
||||
|
@ -4,6 +4,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
#include <vector>
|
||||
@ -33,7 +34,6 @@ public:
|
||||
std::vector<PipelinePassPassDescription> pass_descriptions);
|
||||
~CustomPipelineAction();
|
||||
void OnDrawStarted(GraphicsModActionData::DrawStarted*) override;
|
||||
void OnTextureCreate(GraphicsModActionData::TextureCreate*) override;
|
||||
|
||||
private:
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> m_library;
|
||||
@ -42,13 +42,20 @@ private:
|
||||
{
|
||||
VideoCommon::CachedAsset<VideoCommon::MaterialAsset> m_pixel_material;
|
||||
VideoCommon::CachedAsset<VideoCommon::PixelShaderAsset> m_pixel_shader;
|
||||
std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> m_game_textures;
|
||||
|
||||
struct CachedTextureAsset
|
||||
{
|
||||
VideoCommon::CachedAsset<VideoCommon::GameTextureAsset> m_cached_asset;
|
||||
std::unique_ptr<AbstractTexture> m_texture;
|
||||
std::string m_sampler_code;
|
||||
std::string m_define_code;
|
||||
};
|
||||
std::vector<std::optional<CachedTextureAsset>> m_game_textures;
|
||||
};
|
||||
std::vector<PipelinePass> m_passes;
|
||||
|
||||
ShaderCode m_last_generated_shader_code;
|
||||
ShaderCode m_last_generated_material_code;
|
||||
|
||||
bool m_valid = true;
|
||||
|
||||
std::vector<std::string> m_texture_code_names;
|
||||
std::vector<u8> m_material_data;
|
||||
};
|
||||
|
@ -11,6 +11,7 @@
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/Matrix.h"
|
||||
#include "Common/SmallVector.h"
|
||||
#include "VideoCommon/Assets/TextureAsset.h"
|
||||
#include "VideoCommon/PixelShaderGen.h"
|
||||
|
||||
@ -18,7 +19,7 @@ namespace GraphicsModActionData
|
||||
{
|
||||
struct DrawStarted
|
||||
{
|
||||
u32 texture_unit;
|
||||
const Common::SmallVector<u32, 8>& texture_units;
|
||||
bool* skip;
|
||||
std::optional<CustomPixelShader>* custom_pixel_shader;
|
||||
std::span<u8>* material_uniform_buffer;
|
||||
|
@ -12,6 +12,7 @@
|
||||
#include "Common/EnumMap.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/MathUtil.h"
|
||||
#include "Common/SmallVector.h"
|
||||
|
||||
#include "Core/ConfigManager.h"
|
||||
#include "Core/DolphinAnalytics.h"
|
||||
@ -554,7 +555,7 @@ void VertexManagerBase::Flush()
|
||||
// Calculate ZSlope for zfreeze
|
||||
const auto used_textures = UsedTextures();
|
||||
std::vector<std::string> texture_names;
|
||||
std::vector<u32> texture_units;
|
||||
Common::SmallVector<u32, 8> texture_units;
|
||||
if (!m_cull_all)
|
||||
{
|
||||
if (!g_ActiveConfig.bGraphicMods)
|
||||
@ -599,20 +600,18 @@ void VertexManagerBase::Flush()
|
||||
std::optional<CustomPixelShader> custom_pixel_shader;
|
||||
std::vector<std::string> custom_pixel_texture_names;
|
||||
std::span<u8> custom_pixel_shader_uniforms;
|
||||
bool skip = false;
|
||||
for (size_t i = 0; i < texture_names.size(); i++)
|
||||
{
|
||||
const std::string& texture_name = texture_names[i];
|
||||
const u32 texture_unit = texture_units[i];
|
||||
bool skip = false;
|
||||
GraphicsModActionData::DrawStarted draw_started{texture_unit, &skip, &custom_pixel_shader,
|
||||
GraphicsModActionData::DrawStarted draw_started{texture_units, &skip, &custom_pixel_shader,
|
||||
&custom_pixel_shader_uniforms};
|
||||
for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(texture_name))
|
||||
for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(texture_names[i]))
|
||||
{
|
||||
action->OnDrawStarted(&draw_started);
|
||||
if (custom_pixel_shader)
|
||||
{
|
||||
custom_pixel_shader_contents.shaders.push_back(*custom_pixel_shader);
|
||||
custom_pixel_texture_names.push_back(texture_name);
|
||||
custom_pixel_texture_names.push_back(texture_names[i]);
|
||||
}
|
||||
custom_pixel_shader = std::nullopt;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user