VideoCommon: add custom pixel shader constants as a buffer of data to be passed to all backends

This commit is contained in:
iwubcode 2023-09-19 19:27:12 -05:00
parent c86a0a04dd
commit 92accc3ef7
2 changed files with 15 additions and 1 deletions

View file

@ -3,6 +3,8 @@
#pragma once
#include <span>
#include "Common/CommonTypes.h"
#include "VideoCommon/ConstantManager.h"
@ -52,6 +54,10 @@ public:
PixelShaderConstants constants{};
bool dirty = false;
// Constants for custom shaders
std::span<u8> custom_constants;
bool custom_constants_dirty = false;
private:
bool m_fog_range_adjusted_changed = false;
bool m_viewport_changed = false;

View file

@ -595,6 +595,7 @@ void VertexManagerBase::Flush()
CustomPixelShaderContents custom_pixel_shader_contents;
std::optional<CustomPixelShader> custom_pixel_shader;
std::vector<std::string> custom_pixel_texture_names;
std::span<u8> custom_pixel_shader_uniforms;
for (int i = 0; i < texture_names.size(); i++)
{
const std::string& texture_name = texture_names[i];
@ -644,6 +645,12 @@ void VertexManagerBase::Flush()
// Now we can upload uniforms, as nothing else will override them.
geometry_shader_manager.SetConstants(m_current_primitive_type);
pixel_shader_manager.SetConstants();
if (!custom_pixel_shader_uniforms.empty() &&
pixel_shader_manager.custom_constants.data() != custom_pixel_shader_uniforms.data())
{
pixel_shader_manager.custom_constants_dirty = true;
}
pixel_shader_manager.custom_constants = custom_pixel_shader_uniforms;
UploadUniforms();
// Update the pipeline, or compile one if needed.
@ -1052,7 +1059,8 @@ void VertexManagerBase::OnEndFrame()
return;
// In order to reduce CPU readback latency, we want to kick a command buffer roughly halfway
// between the draw counters that invoked the readback, or every 250 draws, whichever is smaller.
// between the draw counters that invoked the readback, or every 250 draws, whichever is
// smaller.
if (g_ActiveConfig.iCommandBufferExecuteInterval > 0)
{
u32 last_draw_counter = 0;