Pass the vertex decoder into the vertex shader IDs generator

Instead of just the vertex type.

This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.

This doesn't actually do that yet though, it's just a refactor that can
be done separately.

Part of #16567
This commit is contained in:
Henrik Rydgård 2022-12-14 22:48:17 +01:00
parent ba2fab5b22
commit f069de2dd2
16 changed files with 47 additions and 44 deletions

View File

@ -181,7 +181,7 @@ protected:
u16 *decIndex = nullptr;
// Cached vertex decoders
u32 lastVType_ = -1;
u32 lastVType_ = -1; // corresponds to dec_. Could really just pick it out of dec_...
DenseHashMap<u32, VertexDecoder *, nullptr> decoderMap_;
VertexDecoder *dec_ = nullptr;
VertexDecoderJitCache *decJitCache_ = nullptr;

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@ -67,21 +67,23 @@ std::string VertexShaderDesc(const VShaderID &id) {
return desc.str();
}
void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
void ComputeVertexShaderID(VShaderID *id_out, VertexDecoder *vertexDecoder, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
u32 vertType = vertexDecoder->VertexType();
bool isModeThrough = (vertType & GE_VTYPE_THROUGH) != 0;
bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
bool doShadeMapping = doTexture && (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP);
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT && !gstate.isModeClear();
bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0;
bool hasTexcoord = (vertType & GE_VTYPE_TC_MASK) != 0;
bool vtypeHasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
bool vtypeHasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0;
bool vtypeHasTexcoord = (vertType & GE_VTYPE_TC_MASK) != 0;
bool doBezier = gstate_c.submitType == SubmitType::HW_BEZIER;
bool doSpline = gstate_c.submitType == SubmitType::HW_SPLINE;
if (doBezier || doSpline) {
_assert_(hasNormal);
_assert_(vtypeHasNormal);
}
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough && !gstate.isModeClear();
@ -91,7 +93,7 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform,
VShaderID id;
id.SetBit(VS_BIT_LMODE, lmode);
id.SetBit(VS_BIT_IS_THROUGH, isModeThrough);
id.SetBit(VS_BIT_HAS_COLOR, hasColor);
id.SetBit(VS_BIT_HAS_COLOR, vtypeHasColor);
id.SetBit(VS_BIT_VERTEX_RANGE_CULLING, vertexRangeCulling);
if (!isModeThrough && gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
@ -107,7 +109,7 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform,
if (useHWTransform) {
id.SetBit(VS_BIT_USE_HW_TRANSFORM);
id.SetBit(VS_BIT_HAS_NORMAL, hasNormal);
id.SetBit(VS_BIT_HAS_NORMAL, vtypeHasNormal);
// The next bits are used differently depending on UVgen mode
if (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX) {
@ -118,6 +120,7 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform,
}
// Bones.
u32 vertType = vertexDecoder->VertexType();
bool enableBones = !useSkinInDecode && vertTypeIsSkinningEnabled(vertType);
id.SetBit(VS_BIT_ENABLE_BONES, enableBones);
if (enableBones) {
@ -147,7 +150,7 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform,
}
id.SetBit(VS_BIT_NORM_REVERSE, gstate.areNormalsReversed());
id.SetBit(VS_BIT_HAS_TEXCOORD, hasTexcoord);
id.SetBit(VS_BIT_HAS_TEXCOORD, vtypeHasTexcoord);
if (useHWTessellation) {
id.SetBit(VS_BIT_BEZIER, doBezier);

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@ -278,7 +278,9 @@ namespace Draw {
class Bugs;
}
void ComputeVertexShaderID(VShaderID *id, uint32_t vertexType, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode);
class VertexDecoder;
void ComputeVertexShaderID(VShaderID *id, VertexDecoder *vertexDecoder, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode);
// Generates a compact string that describes the shader. Useful in a list to get an overview
// of the current flora of shaders.
std::string VertexShaderDesc(const VShaderID &id);

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@ -337,8 +337,6 @@ public:
void DecodeVerts(u8 *decoded, const void *verts, int indexLowerBound, int indexUpperBound) const;
bool hasColor() const { return col != 0; }
bool hasTexcoord() const { return tc != 0; }
int VertexSize() const { return size; } // PSP format size
std::string GetString(DebugShaderStringType stringType);

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@ -539,7 +539,7 @@ rotateVBO:
D3D11VertexShader *vshader;
D3D11FragmentShader *fshader;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, pipelineState_, useHWTransform, useHWTessellation_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode);
shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, pipelineState_, useHWTransform, useHWTessellation_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode);
ID3D11InputLayout *inputLayout = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
context_->PSSetShader(fshader->GetShader(), nullptr, 0);
context_->VSSetShader(vshader->GetShader(), nullptr, 0);
@ -658,7 +658,7 @@ rotateVBO:
if (result.action == SW_DRAW_PRIMITIVES) {
D3D11VertexShader *vshader;
D3D11FragmentShader *fshader;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
context_->PSSetShader(fshader->GetShader(), nullptr, 0);
context_->VSSetShader(vshader->GetShader(), nullptr, 0);
shaderManager_->UpdateUniforms(framebufferManager_->UseBufferedRendering());

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@ -62,7 +62,7 @@ std::string D3D11FragmentShader::GetShaderString(DebugShaderStringType type) con
}
}
D3D11VertexShader::D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, int vertType, bool useHWTransform)
D3D11VertexShader::D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, bool useHWTransform)
: device_(device), useHWTransform_(useHWTransform), id_(id) {
source_ = code;
@ -178,13 +178,13 @@ void ShaderManagerD3D11::BindUniforms() {
context_->PSSetConstantBuffers(0, 1, ps_cbs);
}
void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
void ShaderManagerD3D11::GetShaders(int prim, VertexDecoder *decoder, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
VShaderID VSID;
FShaderID FSID;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
ComputeVertexShaderID(&VSID, decoder, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
} else {
VSID = lastVSID_;
}
@ -214,7 +214,7 @@ void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **
VertexShaderFlags flags;
GenerateVertexShader(VSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &attrMask, &uniformMask, &flags, &genErrorString);
_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "VS length error: %d", (int)strlen(codeBuffer_));
vs = new D3D11VertexShader(device_, featureLevel_, VSID, codeBuffer_, vertType, useHWTransform);
vs = new D3D11VertexShader(device_, featureLevel_, VSID, codeBuffer_, useHWTransform);
vsCache_[VSID] = vs;
} else {
vs = vsIter->second;

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@ -55,7 +55,7 @@ protected:
class D3D11VertexShader {
public:
D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, int vertType, bool useHWTransform);
D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, bool useHWTransform);
~D3D11VertexShader();
const std::string &source() const { return source_; }
@ -85,7 +85,7 @@ public:
ShaderManagerD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context, D3D_FEATURE_LEVEL featureLevel);
~ShaderManagerD3D11();
void GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode);
void GetShaders(int prim, VertexDecoder *decoder, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode);
void ClearShaders();
void DirtyLastShader() override;

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@ -521,7 +521,7 @@ rotateVBO:
ApplyDrawState(prim);
ApplyDrawStateLate();
VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, pipelineState_);
VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, dec_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, pipelineState_);
IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
if (pHardwareVertexDecl) {
@ -621,7 +621,7 @@ rotateVBO:
ApplyDrawStateLate();
VSShader *vshader = shaderManager_->ApplyShader(false, false, lastVType_, decOptions_.expandAllWeightsToFloat, true, pipelineState_);
VSShader *vshader = shaderManager_->ApplyShader(false, false, dec_, decOptions_.expandAllWeightsToFloat, true, pipelineState_);
if (result.action == SW_DRAW_PRIMITIVES) {
if (result.setStencil) {

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@ -550,11 +550,11 @@ void ShaderManagerDX9::DirtyLastShader() { // disables vertex arrays
lastPShader_ = nullptr;
}
VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, bool useSkinInDecode, const ComputedPipelineState &pipelineState) {
VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellation, VertexDecoder *decoder, bool weightsAsFloat, bool useSkinInDecode, const ComputedPipelineState &pipelineState) {
VShaderID VSID;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
ComputeVertexShaderID(&VSID, decoder, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
} else {
VSID = lastVSID_;
}
@ -604,7 +604,7 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat
}
delete vs;
ComputeVertexShaderID(&VSID, vertType, false, false, weightsAsFloat, useSkinInDecode);
ComputeVertexShaderID(&VSID, decoder, false, false, weightsAsFloat, useSkinInDecode);
// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure
// that that shader ID is not used when computing the linked shader ID below, because then IDs won't match

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@ -78,7 +78,7 @@ public:
~ShaderManagerDX9();
void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
VSShader *ApplyShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, bool useSkinInDecode, const ComputedPipelineState &pipelineState);
VSShader *ApplyShader(bool useHWTransform, bool useHWTessellation, VertexDecoder *decoder, bool weightsAsFloat, bool useSkinInDecode, const ComputedPipelineState &pipelineState);
void DirtyShader();
void DirtyLastShader() override;

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@ -273,7 +273,7 @@ void DrawEngineGLES::DoFlush() {
GEPrimitiveType prim = prevPrim_;
VShaderID vsid;
Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode || !CanUseHardwareTransform(prim), &vsid);
Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, dec_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode || !CanUseHardwareTransform(prim), &vsid);
GLRBuffer *vertexBuffer = nullptr;
GLRBuffer *indexBuffer = nullptr;
@ -321,7 +321,7 @@ void DrawEngineGLES::DoFlush() {
ApplyDrawState(prim);
ApplyDrawStateLate(false, 0);
LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, pipelineState_, lastVType_, framebufferManager_->UseBufferedRendering());
LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, pipelineState_, framebufferManager_->UseBufferedRendering());
GLRInputLayout *inputLayout = SetupDecFmtForDraw(program, dec_->GetDecVtxFmt());
render_->BindVertexBuffer(inputLayout, vertexBuffer, vertexBufferOffset);
if (useElements) {
@ -421,7 +421,7 @@ void DrawEngineGLES::DoFlush() {
ApplyDrawStateLate(result.setStencil, result.stencilValue);
shaderManager_->ApplyFragmentShader(vsid, vshader, pipelineState_, lastVType_, framebufferManager_->UseBufferedRendering());
shaderManager_->ApplyFragmentShader(vsid, vshader, pipelineState_, framebufferManager_->UseBufferedRendering());
if (result.action == SW_DRAW_PRIMITIVES) {
if (result.drawIndexed) {

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@ -357,7 +357,7 @@ void LinkedShader::use(const ShaderID &VSID) {
// Note that we no longer track attr masks here - we do it for the input layouts instead.
}
void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid, bool useBufferedRendering, const ShaderLanguageDesc &shaderLanguage) {
void LinkedShader::UpdateUniforms(const ShaderID &vsid, bool useBufferedRendering, const ShaderLanguageDesc &shaderLanguage) {
u64 dirty = dirtyUniforms & availableUniforms;
dirtyUniforms = 0;
@ -751,10 +751,10 @@ Shader *ShaderManagerGLES::CompileVertexShader(VShaderID VSID) {
return new Shader(render_, codeBuffer_, desc, params);
}
Shader *ShaderManagerGLES::ApplyVertexShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, bool useSkinInDecode, VShaderID *VSID) {
Shader *ShaderManagerGLES::ApplyVertexShader(bool useHWTransform, bool useHWTessellation, VertexDecoder *decoder, bool weightsAsFloat, bool useSkinInDecode, VShaderID *VSID) {
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
ComputeVertexShaderID(VSID, decoder, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
} else {
*VSID = lastVSID_;
}
@ -785,7 +785,7 @@ Shader *ShaderManagerGLES::ApplyVertexShader(bool useHWTransform, bool useHWTess
// Can still work with software transform.
VShaderID vsidTemp;
ComputeVertexShaderID(&vsidTemp, vertType, false, false, weightsAsFloat, true);
ComputeVertexShaderID(&vsidTemp, decoder, false, false, weightsAsFloat, true);
vs = CompileVertexShader(vsidTemp);
}
@ -795,7 +795,7 @@ Shader *ShaderManagerGLES::ApplyVertexShader(bool useHWTransform, bool useHWTess
return vs;
}
LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, u32 vertType, bool useBufferedRendering) {
LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, bool useBufferedRendering) {
uint64_t dirty = gstate_c.GetDirtyUniforms();
if (dirty) {
if (lastShader_)
@ -813,7 +813,7 @@ LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs,
}
if (lastVShaderSame_ && FSID == lastFSID_) {
lastShader_->UpdateUniforms(vertType, VSID, useBufferedRendering, draw_->GetShaderLanguageDesc());
lastShader_->UpdateUniforms(VSID, useBufferedRendering, draw_->GetShaderLanguageDesc());
return lastShader_;
}
@ -856,7 +856,7 @@ LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs,
} else {
ls->use(VSID);
}
ls->UpdateUniforms(vertType, VSID, useBufferedRendering, draw_->GetShaderLanguageDesc());
ls->UpdateUniforms(VSID, useBufferedRendering, draw_->GetShaderLanguageDesc());
lastShader_ = ls;
return ls;

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@ -36,7 +36,7 @@ public:
~LinkedShader();
void use(const ShaderID &VSID);
void UpdateUniforms(u32 vertType, const ShaderID &VSID, bool useBufferedRendering, const ShaderLanguageDesc &shaderLanguage);
void UpdateUniforms(const ShaderID &VSID, bool useBufferedRendering, const ShaderLanguageDesc &shaderLanguage);
GLRenderManager *render_;
Shader *vs_;
@ -161,8 +161,8 @@ public:
// This is the old ApplyShader split into two parts, because of annoying information dependencies.
// If you call ApplyVertexShader, you MUST call ApplyFragmentShader soon afterwards.
Shader *ApplyVertexShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, bool useSkinInDecode, VShaderID *VSID);
LinkedShader *ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, u32 vertType, bool useBufferedRendering);
Shader *ApplyVertexShader(bool useHWTransform, bool useHWTessellation, VertexDecoder *vertexDecoder, bool weightsAsFloat, bool useSkinInDecode, VShaderID *VSID);
LinkedShader *ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, bool useBufferedRendering);
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);

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@ -778,7 +778,7 @@ void DrawEngineVulkan::DoFlush() {
VulkanFragmentShader *fshader = nullptr;
VulkanGeometryShader *gshader = nullptr;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, &gshader, pipelineState_, true, useHWTessellation_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode);
shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, &gshader, pipelineState_, true, useHWTessellation_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode);
if (!vshader) {
// We're screwed.
return;
@ -912,7 +912,7 @@ void DrawEngineVulkan::DoFlush() {
VulkanFragmentShader *fshader = nullptr;
VulkanGeometryShader *gshader = nullptr;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, &gshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, &gshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
_dbg_assert_msg_(!vshader->UseHWTransform(), "Bad vshader");
VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &dec_->decFmt, vshader, fshader, gshader, false, 0, framebufferManager_->GetMSAALevel());
if (!pipeline || !pipeline->pipeline) {

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@ -289,11 +289,11 @@ uint64_t ShaderManagerVulkan::UpdateUniforms(bool useBufferedRendering) {
return dirty;
}
void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
void ShaderManagerVulkan::GetShaders(int prim, VertexDecoder *decoder, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
VShaderID VSID;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
ComputeVertexShaderID(&VSID, decoder, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
} else {
VSID = lastVSID_;
}

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@ -115,7 +115,7 @@ public:
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
void GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode);
void GetShaders(int prim, VertexDecoder *decoder, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode);
void ClearShaders();
void DirtyShader();
void DirtyLastShader() override;