Remove some unused tracking of whether lighting is used by a shader

This commit is contained in:
Henrik Rydgård 2018-03-17 10:33:50 +01:00
parent 31de74c56c
commit 1bb7be489f
10 changed files with 17 additions and 40 deletions

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@ -63,8 +63,8 @@ std::string D3D11FragmentShader::GetShaderString(DebugShaderStringType type) con
}
}
D3D11VertexShader::D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, int vertType, bool useHWTransform, bool usesLighting)
: device_(device), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(nullptr), usesLighting_(usesLighting) {
D3D11VertexShader::D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, int vertType, bool useHWTransform)
: device_(device), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(nullptr) {
source_ = code;
module_ = CreateVertexShaderD3D11(device, code, strlen(code), &bytecode_, featureLevel);
@ -196,9 +196,8 @@ void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **
D3D11VertexShader *vs;
if (vsIter == vsCache_.end()) {
// Vertex shader not in cache. Let's compile it.
bool usesLighting;
GenerateVertexShaderD3D11(VSID, codeBuffer_, &usesLighting, featureLevel_ <= D3D_FEATURE_LEVEL_9_3 ? HLSL_D3D11_LEVEL9 : HLSL_D3D11);
vs = new D3D11VertexShader(device_, featureLevel_, VSID, codeBuffer_, vertType, useHWTransform, usesLighting);
GenerateVertexShaderD3D11(VSID, codeBuffer_, featureLevel_ <= D3D_FEATURE_LEVEL_9_3 ? HLSL_D3D11_LEVEL9 : HLSL_D3D11);
vs = new D3D11VertexShader(device_, featureLevel_, VSID, codeBuffer_, vertType, useHWTransform);
vsCache_[VSID] = vs;
} else {
vs = vsIter->second;

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@ -54,16 +54,13 @@ protected:
class D3D11VertexShader {
public:
D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, int vertType, bool useHWTransform, bool usesLighting);
D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, int vertType, bool useHWTransform);
~D3D11VertexShader();
const std::string &source() const { return source_; }
const std::vector<uint8_t> &bytecode() const { return bytecode_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
bool HasLights() const {
return usesLighting_;
}
std::string GetShaderString(DebugShaderStringType type) const;
ID3D11VertexShader *GetShader() const { return module_; }
@ -77,7 +74,6 @@ protected:
bool failed_;
bool useHWTransform_;
bool usesLighting_;
VShaderID id_;
};

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@ -19,7 +19,6 @@
#include "GPU/D3D11/VertexShaderGeneratorD3D11.h"
#include "GPU/Directx9/VertexShaderGeneratorDX9.h"
void GenerateVertexShaderD3D11(const VShaderID &id, char *buffer, bool *usesLighting, ShaderLanguage lang) {
*usesLighting = true;
void GenerateVertexShaderD3D11(const VShaderID &id, char *buffer, ShaderLanguage lang) {
DX9::GenerateVertexShaderHLSL(id, buffer, lang);
}

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@ -19,4 +19,4 @@
#include "GPU/Common/ShaderId.h"
void GenerateVertexShaderD3D11(const VShaderID &id, char *buffer, bool *usesLighting, ShaderLanguage lang);
void GenerateVertexShaderD3D11(const VShaderID &id, char *buffer, ShaderLanguage lang);

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@ -281,16 +281,11 @@ static VulkanPipeline *CreateVulkanPipeline(VkDevice device, VkPipelineCache pip
VulkanPipeline *vulkanPipeline = new VulkanPipeline();
vulkanPipeline->pipeline = pipeline;
vulkanPipeline->flags = PIPELINE_FLAG_USES_BASE_UB;
vulkanPipeline->flags = 0;
if (useBlendConstant)
vulkanPipeline->flags |= PIPELINE_FLAG_USES_BLEND_CONSTANT;
if (key.topology == VK_PRIMITIVE_TOPOLOGY_LINE_LIST || key.topology == VK_PRIMITIVE_TOPOLOGY_LINE_STRIP)
vulkanPipeline->flags |= PIPELINE_FLAG_USES_LINES;
if (useHwTransform) {
if (vs->HasLights()) {
vulkanPipeline->flags |= PIPELINE_FLAG_USES_LIGHT_UB;
}
}
return vulkanPipeline;
}

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@ -63,8 +63,6 @@ struct StoredVulkanPipelineKey {
};
enum PipelineFlags {
PIPELINE_FLAG_USES_BASE_UB = (1 << 0),
PIPELINE_FLAG_USES_LIGHT_UB = (1 << 1),
PIPELINE_FLAG_USES_LINES = (1 << 2),
PIPELINE_FLAG_USES_BLEND_CONSTANT = (1 << 3),
};

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@ -98,8 +98,8 @@ std::string VulkanFragmentShader::GetShaderString(DebugShaderStringType type) co
}
}
VulkanVertexShader::VulkanVertexShader(VulkanContext *vulkan, VShaderID id, const char *code, bool useHWTransform, bool usesLighting)
: vulkan_(vulkan), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(VK_NULL_HANDLE), usesLighting_(usesLighting) {
VulkanVertexShader::VulkanVertexShader(VulkanContext *vulkan, VShaderID id, const char *code, bool useHWTransform)
: vulkan_(vulkan), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(VK_NULL_HANDLE) {
PROFILE_THIS_SCOPE("shadercomp");
source_ = code;
std::string errorMessage;
@ -252,9 +252,8 @@ void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader
VulkanVertexShader *vs = vsCache_.Get(VSID);
if (!vs) {
// Vertex shader not in cache. Let's compile it.
bool usesLighting;
GenerateVulkanGLSLVertexShader(VSID, codeBuffer_, &usesLighting);
vs = new VulkanVertexShader(vulkan_, VSID, codeBuffer_, useHWTransform, usesLighting);
GenerateVulkanGLSLVertexShader(VSID, codeBuffer_);
vs = new VulkanVertexShader(vulkan_, VSID, codeBuffer_, useHWTransform);
vsCache_.Insert(VSID, vs);
}
lastVSID_ = VSID;
@ -375,9 +374,8 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) {
VShaderID id;
fread(&id, sizeof(id), 1, f);
bool useHWTransform = id.Bit(VS_BIT_USE_HW_TRANSFORM);
bool usesLighting;
GenerateVulkanGLSLVertexShader(id, codeBuffer_, &usesLighting);
VulkanVertexShader *vs = new VulkanVertexShader(vulkan_, id, codeBuffer_, useHWTransform, usesLighting);
GenerateVulkanGLSLVertexShader(id, codeBuffer_);
VulkanVertexShader *vs = new VulkanVertexShader(vulkan_, id, codeBuffer_, useHWTransform);
vsCache_.Insert(id, vs);
}
for (int i = 0; i < header.numFragmentShaders; i++) {

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@ -57,16 +57,13 @@ protected:
class VulkanVertexShader {
public:
VulkanVertexShader(VulkanContext *vulkan, VShaderID id, const char *code, bool useHWTransform, bool usesLighting);
VulkanVertexShader(VulkanContext *vulkan, VShaderID id, const char *code, bool useHWTransform);
~VulkanVertexShader();
const std::string &source() const { return source_; }
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
bool HasLights() const {
return usesLighting_;
}
std::string GetShaderString(DebugShaderStringType type) const;
VkShaderModule GetModule() const { return module_; }
@ -79,7 +76,6 @@ protected:
std::string source_;
bool failed_;
bool useHWTransform_;
bool usesLighting_;
VShaderID id_;
};

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@ -85,7 +85,7 @@ enum DoLightComputation {
// TODO: Skip all this if we can actually get a 16-bit depth buffer along with stencil, which
// is a bit of a rare configuration, although quite common on mobile.
bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer, bool *usesLighting) {
bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
char *p = buffer;
WRITE(p, "%s", vulkan_glsl_preamble);
@ -123,10 +123,6 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer, bool *use
bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS);
bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS);
// The uniforms are passed in as three "clumps" that may or may not be present.
// We will memcpy the parts into place in a big buffer so we can be quite dynamic about what parts
// are present and what parts aren't, but we will not be ultra detailed about it.
*usesLighting = enableLighting || doShadeMapping;
WRITE(p, "\n");
WRITE(p, "layout (std140, set = 0, binding = 2) uniform baseVars {\n%s} base;\n", ub_baseStr);
if (enableLighting || doShadeMapping)

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@ -2,4 +2,4 @@
#include "GPU/Common/ShaderId.h"
bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer, bool *usesLighting);
bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer);