Switch the 2x flag to a uniform

This commit is contained in:
Henrik Rydgård 2023-01-05 17:05:42 +01:00
parent 70e149e3ca
commit c7c48abb37
12 changed files with 26 additions and 24 deletions

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@ -103,7 +103,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
bool testForceToZero = id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO);
bool enableColorTest = id.Bit(FS_BIT_COLOR_TEST);
bool colorTestAgainstZero = id.Bit(FS_BIT_COLOR_AGAINST_ZERO);
bool enableColorDoubling = id.Bit(FS_BIT_COLOR_DOUBLE);
bool doTextureProjection = id.Bit(FS_BIT_DO_TEXTURE_PROJ);
if (texture3D && arrayTexture) {
@ -261,6 +260,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV);
}
WRITE(p, "float u_texNoAlpha : register(c%i);\n", CONST_PS_TEX_NO_ALPHA);
WRITE(p, "float u_texMul : register(c%i);\n", CONST_PS_TEX_MUL);
}
WRITE(p, "float3 u_fogcolor : register(c%i);\n", CONST_PS_FOGCOLOR);
if (texture3D) {
@ -353,8 +353,9 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
} else {
WRITE(p, "uniform sampler2D tex;\n");
}
*uniformMask |= DIRTY_TEXALPHA;
*uniformMask |= DIRTY_TEX_ALPHA_MUL;
WRITE(p, "uniform float u_texNoAlpha;\n");
WRITE(p, "uniform float u_texMul;\n");
}
if (readFramebufferTex) {
@ -853,10 +854,10 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, " vec4 v = p + s;\n"); break;
break;
}
if (enableColorDoubling) {
// This happens before fog is applied.
WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
}
// This happens before fog is applied.
*uniformMask |= DIRTY_TEX_ALPHA_MUL;
WRITE(p, " v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0);\n");
} else {
// No texture mapping
WRITE(p, " vec4 v = v_color0 + s;\n");

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@ -37,9 +37,10 @@ struct FShaderID;
#define CONST_PS_TEXCLAMPOFF 9
#define CONST_PS_MIPBIAS 10
#define CONST_PS_TEX_NO_ALPHA 11
#define CONST_PS_TEX_MUL 12
// For stencil upload
#define BCONST_PS_STENCILVALUE 12
#define BCONST_PS_STENCILVALUE 13
// D3D9 bool constants, they have their own register space.

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@ -89,13 +89,11 @@ enum : uint64_t {
DIRTY_MIPBIAS = 1ULL << 37,
DIRTY_LIGHT_CONTROL = 1ULL << 38,
DIRTY_TEXALPHA = 1ULL << 39,
DIRTY_TEX_ALPHA_MUL = 1ULL << 39,
DIRTY_BONE_UNIFORMS = 0xFF000000ULL,
DIRTY_ALL_UNIFORMS = 0xFFFFFFFFFFULL,
DIRTY_ALL_LIGHTS = DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3,
// Other dirty elements that aren't uniforms!
DIRTY_FRAMEBUF = 1ULL << 40,

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@ -193,7 +193,6 @@ std::string FragmentShaderDesc(const FShaderID &id) {
if (id.Bit(FS_BIT_DO_TEXTURE)) desc << (id.Bit(FS_BIT_3D_TEXTURE) ? "Tex3D " : "Tex ");
if (id.Bit(FS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
if (id.Bit(FS_BIT_TEXTURE_AT_OFFSET)) desc << "TexOffs ";
if (id.Bit(FS_BIT_COLOR_DOUBLE)) desc << "2x ";
if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat ";
if (id.Bit(FS_BIT_BGRA_TEXTURE)) desc << "BGRA ";
switch ((ShaderDepalMode)id.Bits(FS_BIT_SHADER_DEPAL_MODE, 2)) {
@ -288,7 +287,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
bool enableFog = gstate.isFogEnabled() && !isModeThrough;
bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue();
bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix, gstate.getUVProjMode()));
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
@ -334,7 +332,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
}
id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
id.SetBit(FS_BIT_COLOR_DOUBLE, enableColorDoubling);
// 2 bits
id.SetBits(FS_BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha);

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@ -82,7 +82,7 @@ enum FShaderBit : uint8_t {
FS_BIT_COLOR_AGAINST_ZERO = 20,
// 1 free bit
FS_BIT_DO_TEXTURE_PROJ = 22,
FS_BIT_COLOR_DOUBLE = 23,
// 1 free bit
FS_BIT_STENCIL_TO_ALPHA = 24, // 2 bits
FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE = 26, // 4 bits (ReplaceAlphaType)
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
}
}
if (dirtyUniforms & DIRTY_TEXALPHA) {
if (dirtyUniforms & DIRTY_TEX_ALPHA_MUL) {
ub->texNoAlpha = gstate.isTextureAlphaUsed() ? 0.0f : 1.0f;
ub->texMul = gstate.isColorDoublingEnabled() ? 2.0f : 1.0f;
}
if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {

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@ -9,7 +9,7 @@
enum : uint64_t {
DIRTY_BASE_UNIFORMS =
DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEFENABLE | DIRTY_TEXENV | DIRTY_TEXALPHA | DIRTY_STENCILREPLACEVALUE |
DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEFENABLE | DIRTY_TEXENV | DIRTY_TEX_ALPHA_MUL | DIRTY_STENCILREPLACEVALUE |
DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_COLORWRITEMASK | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA |
DIRTY_BEZIERSPLINE | DIRTY_DEPAL,
DIRTY_LIGHT_UNIFORMS =
@ -39,7 +39,7 @@ struct alignas(16) UB_VS_FS_Base {
float blendFixB[3]; float rotation;
float texClamp[4];
float texClampOffset[2]; float fogCoef[2];
float texNoAlpha; float pad[3];
float texNoAlpha; float texMul; float padding[2];
// VR stuff is to go here, later. For normal drawing, we can then get away
// with just uploading the first 448 bytes of the struct (up to and including fogCoef).
};
@ -66,7 +66,7 @@ R"( mat4 u_proj;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
float u_texNoAlpha; float pad0; float pad1; float pad2;
float u_texNoAlpha; float u_texMul; float pad1; float pad2;
)";
// 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) {
in.translateAndScale(Vec3(xoff, yoff, 0.5f), Vec3(1.0f, 1.0f, 0.5f));
}
const uint64_t psUniforms = DIRTY_TEXENV | DIRTY_TEXALPHA | DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FOGCOLOR | DIRTY_STENCILREPLACEVALUE | DIRTY_SHADERBLEND | DIRTY_TEXCLAMP | DIRTY_MIPBIAS;
const uint64_t psUniforms = DIRTY_TEXENV | DIRTY_TEX_ALPHA_MUL | DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FOGCOLOR | DIRTY_STENCILREPLACEVALUE | DIRTY_SHADERBLEND | DIRTY_TEXCLAMP | DIRTY_MIPBIAS;
void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) {
if (dirtyUniforms & DIRTY_TEXENV) {
@ -279,9 +279,10 @@ void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) {
if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
PSSetFloat(CONST_PS_STENCILREPLACE, (float)gstate.getStencilTestRef() * (1.0f / 255.0f));
}
if (dirtyUniforms & DIRTY_TEXALPHA) {
if (dirtyUniforms & DIRTY_TEX_ALPHA_MUL) {
// NOTE: Reversed value, more efficient in shader.
PSSetFloat(CONST_PS_TEX_NO_ALPHA, gstate.isTextureAlphaUsed() ? 0.0f : 1.0f);
PSSetFloat(CONST_PS_TEX_MUL, gstate.isColorDoublingEnabled() ? 2.0f : 1.0f);
}
if (dirtyUniforms & DIRTY_SHADERBLEND) {
PSSetColorUniform3(CONST_PS_BLENDFIXA, gstate.getFixA());

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@ -153,6 +153,7 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
queries.push_back({ &u_texclamp, "u_texclamp" });
queries.push_back({ &u_texclampoff, "u_texclampoff" });
queries.push_back({ &u_texNoAlpha, "u_texNoAlpha" });
queries.push_back({ &u_texMul, "u_texMul" });
queries.push_back({ &u_lightControl, "u_lightControl" });
for (int i = 0; i < 4; i++) {
@ -441,8 +442,9 @@ void LinkedShader::UpdateUniforms(const ShaderID &vsid, bool useBufferedRenderin
if (dirty & DIRTY_TEXENV) {
SetColorUniform3(render_, &u_texenv, gstate.texenvcolor);
}
if (dirty & DIRTY_TEXALPHA) {
if (dirty & DIRTY_TEX_ALPHA_MUL) {
render_->SetUniformF1(&u_texNoAlpha, gstate.isTextureAlphaUsed() ? 0.0f : 1.0f);
render_->SetUniformF1(&u_texMul, gstate.isColorDoublingEnabled() ? 2.0f : 1.0f);
}
if (dirty & DIRTY_ALPHACOLORREF) {
if (shaderLanguage.bitwiseOps) {
@ -949,7 +951,7 @@ enum class CacheDetectFlags {
};
#define CACHE_HEADER_MAGIC 0x83277592
#define CACHE_VERSION 22
#define CACHE_VERSION 23
struct CacheHeader {
uint32_t magic;
uint32_t version;

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@ -102,6 +102,7 @@ public:
int u_texclamp;
int u_texclampoff;
int u_texNoAlpha;
int u_texMul;
// Lighting
int u_lightControl;

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@ -94,7 +94,7 @@ const CommonCommandTableEntry commonCommandTable[] = {
{ GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
// Raster state for Direct3D 9, uncommon.
{ GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE },
{ GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEXALPHA },
{ GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEX_ALPHA_MUL },
{ GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
{ GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
{ GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },

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@ -516,7 +516,7 @@ enum class VulkanCacheDetectFlags {
};
#define CACHE_HEADER_MAGIC 0xff51f420
#define CACHE_VERSION 36
#define CACHE_VERSION 37
struct VulkanCacheHeader {
uint32_t magic;
uint32_t version;