PixelShaderGen: Check uid_data for use_shader_logic_op

On devices which have hardware support for dual source blending
but not logic ops, this lets us skip performing the framebuffer
fetch in situations where the game isn't actually using logic ops.
This commit is contained in:
JosJuice 2022-02-28 00:04:31 +01:00
parent aa0ac83997
commit 608799f1e4

View file

@ -944,9 +944,9 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
(!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) ||
uid_data->useDstAlpha);
const bool use_shader_blend =
!use_dual_source && (uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch);
const bool use_shader_logic_op =
!host_config.backend_logic_op && host_config.backend_shader_framebuffer_fetch;
!use_dual_source && uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch;
const bool use_shader_logic_op = !host_config.backend_logic_op && uid_data->logic_op_enable &&
host_config.backend_shader_framebuffer_fetch;
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
@ -1949,30 +1949,27 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data)
{
if (uid_data->logic_op_enable)
{
static constexpr std::array<const char*, 16> logic_op_mode{
"int4(0, 0, 0, 0)", // CLEAR
"prev & fb_value", // AND
"prev & ~fb_value", // AND_REVERSE
"prev", // COPY
"~prev & fb_value", // AND_INVERTED
"fb_value", // NOOP
"prev ^ fb_value", // XOR
"prev | fb_value", // OR
"~(prev | fb_value)", // NOR
"~(prev ^ fb_value)", // EQUIV
"~fb_value", // INVERT
"prev | ~fb_value", // OR_REVERSE
"~prev", // COPY_INVERTED
"~prev | fb_value", // OR_INVERTED
"~(prev & fb_value)", // NAND
"int4(255, 255, 255, 255)", // SET
};
static constexpr std::array<const char*, 16> logic_op_mode{
"int4(0, 0, 0, 0)", // CLEAR
"prev & fb_value", // AND
"prev & ~fb_value", // AND_REVERSE
"prev", // COPY
"~prev & fb_value", // AND_INVERTED
"fb_value", // NOOP
"prev ^ fb_value", // XOR
"prev | fb_value", // OR
"~(prev | fb_value)", // NOR
"~(prev ^ fb_value)", // EQUIV
"~fb_value", // INVERT
"prev | ~fb_value", // OR_REVERSE
"~prev", // COPY_INVERTED
"~prev | fb_value", // OR_INVERTED
"~(prev & fb_value)", // NAND
"int4(255, 255, 255, 255)", // SET
};
out.Write("\tint4 fb_value = iround(initial_ocol0 * 255.0);\n");
out.Write("\tprev = {};\n", logic_op_mode[uid_data->logic_op_mode]);
}
out.Write("\tint4 fb_value = iround(initial_ocol0 * 255.0);\n");
out.Write("\tprev = {};\n", logic_op_mode[uid_data->logic_op_mode]);
}
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,