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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
Switch the 2x flag to a uniform
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70e149e3ca
commit
c7c48abb37
@ -103,7 +103,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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bool testForceToZero = id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO);
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bool enableColorTest = id.Bit(FS_BIT_COLOR_TEST);
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bool colorTestAgainstZero = id.Bit(FS_BIT_COLOR_AGAINST_ZERO);
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bool enableColorDoubling = id.Bit(FS_BIT_COLOR_DOUBLE);
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bool doTextureProjection = id.Bit(FS_BIT_DO_TEXTURE_PROJ);
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if (texture3D && arrayTexture) {
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@ -261,6 +260,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV);
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}
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WRITE(p, "float u_texNoAlpha : register(c%i);\n", CONST_PS_TEX_NO_ALPHA);
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WRITE(p, "float u_texMul : register(c%i);\n", CONST_PS_TEX_MUL);
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}
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WRITE(p, "float3 u_fogcolor : register(c%i);\n", CONST_PS_FOGCOLOR);
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if (texture3D) {
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@ -353,8 +353,9 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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} else {
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WRITE(p, "uniform sampler2D tex;\n");
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}
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*uniformMask |= DIRTY_TEXALPHA;
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*uniformMask |= DIRTY_TEX_ALPHA_MUL;
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WRITE(p, "uniform float u_texNoAlpha;\n");
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WRITE(p, "uniform float u_texMul;\n");
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}
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if (readFramebufferTex) {
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@ -853,10 +854,10 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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WRITE(p, " vec4 v = p + s;\n"); break;
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break;
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}
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if (enableColorDoubling) {
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// This happens before fog is applied.
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WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
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}
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// This happens before fog is applied.
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*uniformMask |= DIRTY_TEX_ALPHA_MUL;
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WRITE(p, " v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0);\n");
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} else {
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// No texture mapping
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WRITE(p, " vec4 v = v_color0 + s;\n");
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@ -37,9 +37,10 @@ struct FShaderID;
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#define CONST_PS_TEXCLAMPOFF 9
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#define CONST_PS_MIPBIAS 10
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#define CONST_PS_TEX_NO_ALPHA 11
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#define CONST_PS_TEX_MUL 12
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// For stencil upload
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#define BCONST_PS_STENCILVALUE 12
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#define BCONST_PS_STENCILVALUE 13
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// D3D9 bool constants, they have their own register space.
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@ -89,13 +89,11 @@ enum : uint64_t {
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DIRTY_MIPBIAS = 1ULL << 37,
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DIRTY_LIGHT_CONTROL = 1ULL << 38,
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DIRTY_TEXALPHA = 1ULL << 39,
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DIRTY_TEX_ALPHA_MUL = 1ULL << 39,
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DIRTY_BONE_UNIFORMS = 0xFF000000ULL,
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DIRTY_ALL_UNIFORMS = 0xFFFFFFFFFFULL,
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DIRTY_ALL_LIGHTS = DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3,
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// Other dirty elements that aren't uniforms!
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DIRTY_FRAMEBUF = 1ULL << 40,
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@ -193,7 +193,6 @@ std::string FragmentShaderDesc(const FShaderID &id) {
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if (id.Bit(FS_BIT_DO_TEXTURE)) desc << (id.Bit(FS_BIT_3D_TEXTURE) ? "Tex3D " : "Tex ");
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if (id.Bit(FS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
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if (id.Bit(FS_BIT_TEXTURE_AT_OFFSET)) desc << "TexOffs ";
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if (id.Bit(FS_BIT_COLOR_DOUBLE)) desc << "2x ";
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if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat ";
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if (id.Bit(FS_BIT_BGRA_TEXTURE)) desc << "BGRA ";
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switch ((ShaderDepalMode)id.Bits(FS_BIT_SHADER_DEPAL_MODE, 2)) {
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@ -288,7 +287,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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bool enableFog = gstate.isFogEnabled() && !isModeThrough;
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bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue();
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bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
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bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
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bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix, gstate.getUVProjMode()));
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bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
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@ -334,7 +332,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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}
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id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
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id.SetBit(FS_BIT_COLOR_DOUBLE, enableColorDoubling);
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// 2 bits
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id.SetBits(FS_BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha);
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@ -82,7 +82,7 @@ enum FShaderBit : uint8_t {
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FS_BIT_COLOR_AGAINST_ZERO = 20,
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// 1 free bit
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FS_BIT_DO_TEXTURE_PROJ = 22,
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FS_BIT_COLOR_DOUBLE = 23,
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// 1 free bit
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FS_BIT_STENCIL_TO_ALPHA = 24, // 2 bits
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FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE = 26, // 4 bits (ReplaceAlphaType)
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FS_BIT_SIMULATE_LOGIC_OP_TYPE = 30, // 2 bits
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@ -198,8 +198,9 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
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}
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}
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if (dirtyUniforms & DIRTY_TEXALPHA) {
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if (dirtyUniforms & DIRTY_TEX_ALPHA_MUL) {
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ub->texNoAlpha = gstate.isTextureAlphaUsed() ? 0.0f : 1.0f;
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ub->texMul = gstate.isColorDoublingEnabled() ? 2.0f : 1.0f;
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}
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if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
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@ -9,7 +9,7 @@
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enum : uint64_t {
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DIRTY_BASE_UNIFORMS =
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DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
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DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEFENABLE | DIRTY_TEXENV | DIRTY_TEXALPHA | DIRTY_STENCILREPLACEVALUE |
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DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEFENABLE | DIRTY_TEXENV | DIRTY_TEX_ALPHA_MUL | DIRTY_STENCILREPLACEVALUE |
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DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_COLORWRITEMASK | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA |
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DIRTY_BEZIERSPLINE | DIRTY_DEPAL,
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DIRTY_LIGHT_UNIFORMS =
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@ -39,7 +39,7 @@ struct alignas(16) UB_VS_FS_Base {
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float blendFixB[3]; float rotation;
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float texClamp[4];
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float texClampOffset[2]; float fogCoef[2];
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float texNoAlpha; float pad[3];
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float texNoAlpha; float texMul; float padding[2];
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// VR stuff is to go here, later. For normal drawing, we can then get away
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// with just uploading the first 448 bytes of the struct (up to and including fogCoef).
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};
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@ -66,7 +66,7 @@ R"( mat4 u_proj;
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vec4 u_texclamp;
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vec2 u_texclampoff;
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vec2 u_fogcoef;
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float u_texNoAlpha; float pad0; float pad1; float pad2;
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float u_texNoAlpha; float u_texMul; float pad1; float pad2;
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)";
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// 512 bytes. Would like to shrink more. Some colors only have 8-bit precision and we expand
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@ -261,7 +261,7 @@ static void ConvertProjMatrixToD3DThrough(Matrix4x4 &in) {
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in.translateAndScale(Vec3(xoff, yoff, 0.5f), Vec3(1.0f, 1.0f, 0.5f));
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}
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const uint64_t psUniforms = DIRTY_TEXENV | DIRTY_TEXALPHA | DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FOGCOLOR | DIRTY_STENCILREPLACEVALUE | DIRTY_SHADERBLEND | DIRTY_TEXCLAMP | DIRTY_MIPBIAS;
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const uint64_t psUniforms = DIRTY_TEXENV | DIRTY_TEX_ALPHA_MUL | DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FOGCOLOR | DIRTY_STENCILREPLACEVALUE | DIRTY_SHADERBLEND | DIRTY_TEXCLAMP | DIRTY_MIPBIAS;
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void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) {
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if (dirtyUniforms & DIRTY_TEXENV) {
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@ -279,9 +279,10 @@ void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) {
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if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
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PSSetFloat(CONST_PS_STENCILREPLACE, (float)gstate.getStencilTestRef() * (1.0f / 255.0f));
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}
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if (dirtyUniforms & DIRTY_TEXALPHA) {
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if (dirtyUniforms & DIRTY_TEX_ALPHA_MUL) {
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// NOTE: Reversed value, more efficient in shader.
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PSSetFloat(CONST_PS_TEX_NO_ALPHA, gstate.isTextureAlphaUsed() ? 0.0f : 1.0f);
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PSSetFloat(CONST_PS_TEX_MUL, gstate.isColorDoublingEnabled() ? 2.0f : 1.0f);
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}
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if (dirtyUniforms & DIRTY_SHADERBLEND) {
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PSSetColorUniform3(CONST_PS_BLENDFIXA, gstate.getFixA());
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@ -153,6 +153,7 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
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queries.push_back({ &u_texclamp, "u_texclamp" });
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queries.push_back({ &u_texclampoff, "u_texclampoff" });
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queries.push_back({ &u_texNoAlpha, "u_texNoAlpha" });
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queries.push_back({ &u_texMul, "u_texMul" });
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queries.push_back({ &u_lightControl, "u_lightControl" });
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for (int i = 0; i < 4; i++) {
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@ -441,8 +442,9 @@ void LinkedShader::UpdateUniforms(const ShaderID &vsid, bool useBufferedRenderin
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if (dirty & DIRTY_TEXENV) {
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SetColorUniform3(render_, &u_texenv, gstate.texenvcolor);
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}
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if (dirty & DIRTY_TEXALPHA) {
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if (dirty & DIRTY_TEX_ALPHA_MUL) {
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render_->SetUniformF1(&u_texNoAlpha, gstate.isTextureAlphaUsed() ? 0.0f : 1.0f);
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render_->SetUniformF1(&u_texMul, gstate.isColorDoublingEnabled() ? 2.0f : 1.0f);
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}
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if (dirty & DIRTY_ALPHACOLORREF) {
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if (shaderLanguage.bitwiseOps) {
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@ -949,7 +951,7 @@ enum class CacheDetectFlags {
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};
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#define CACHE_HEADER_MAGIC 0x83277592
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#define CACHE_VERSION 22
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#define CACHE_VERSION 23
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struct CacheHeader {
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uint32_t magic;
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uint32_t version;
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@ -102,6 +102,7 @@ public:
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int u_texclamp;
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int u_texclampoff;
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int u_texNoAlpha;
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int u_texMul;
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// Lighting
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int u_lightControl;
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@ -94,7 +94,7 @@ const CommonCommandTableEntry commonCommandTable[] = {
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{ GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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// Raster state for Direct3D 9, uncommon.
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{ GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE },
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{ GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEXALPHA },
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{ GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEX_ALPHA_MUL },
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{ GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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@ -516,7 +516,7 @@ enum class VulkanCacheDetectFlags {
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};
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#define CACHE_HEADER_MAGIC 0xff51f420
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#define CACHE_VERSION 36
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#define CACHE_VERSION 37
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struct VulkanCacheHeader {
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uint32_t magic;
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uint32_t version;
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