dolphin/Source/Core/VideoCommon/ShaderGenCommon.cpp
Stenzek 3ea9d86faa ShaderGen: Pass host config to shader generation functions
Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00

76 lines
2.6 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/ShaderGenCommon.h"
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Core/ConfigManager.h"
ShaderHostConfig ShaderHostConfig::GetCurrent()
{
ShaderHostConfig bits = {};
bits.msaa = g_ActiveConfig.iMultisamples > 1;
bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA &&
g_ActiveConfig.backend_info.bSupportsSSAA;
bits.stereo = g_ActiveConfig.iStereoMode > 0;
bits.wireframe = g_ActiveConfig.bWireFrame;
bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
bits.vertex_rounding = g_ActiveConfig.UseVertexRounding();
bits.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
bits.bounding_box = g_ActiveConfig.bBBoxEnable;
bits.backend_dual_source_blend = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
bits.backend_geometry_shaders = g_ActiveConfig.backend_info.bSupportsGeometryShaders;
bits.backend_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ;
bits.backend_bbox = g_ActiveConfig.backend_info.bSupportsBBox;
bits.backend_gs_instancing = g_ActiveConfig.backend_info.bSupportsGSInstancing;
bits.backend_clip_control = g_ActiveConfig.backend_info.bSupportsClipControl;
bits.backend_ssaa = g_ActiveConfig.backend_info.bSupportsSSAA;
bits.backend_atomics = g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics;
bits.backend_depth_clamp = g_ActiveConfig.backend_info.bSupportsDepthClamp;
bits.backend_reversed_depth_range = g_ActiveConfig.backend_info.bSupportsReversedDepthRange;
return bits;
}
std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
bool include_host_config)
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string filename = File::GetUserPath(D_SHADERCACHE_IDX);
switch (api_type)
{
case APIType::D3D:
filename += "D3D";
break;
case APIType::OpenGL:
filename += "OpenGL";
break;
case APIType::Vulkan:
filename += "Vulkan";
break;
default:
break;
}
filename += '-';
filename += type;
if (include_gameid)
{
filename += '-';
filename += SConfig::GetInstance().GetGameID();
}
if (include_host_config)
{
// We're using 18 bits, so 5 hex characters.
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
filename += StringFromFormat("-%05X", host_config.bits);
}
filename += ".cache";
return filename;
}