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d3d12: Support early return in fragment shaders.
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d6b2230b92
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@ -92,11 +92,11 @@ void D3D12FragmentDecompiler::insertOutputs(std::stringstream & OS)
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{ "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" },
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{ "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" },
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};
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size_t idx = 0;
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for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
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{
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if (m_parr.HasParam(PF_PARAM_NONE, "float4", table[i].second))
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OS << " " << "float4" << " " << table[i].first << " : SV_TARGET" << i << ";" << std::endl;
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OS << " " << "float4" << " " << table[i].first << " : SV_TARGET" << idx++ << ";" << std::endl;
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}
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if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
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OS << " float depth : SV_Depth;" << std::endl;
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@ -141,7 +141,12 @@ void D3D12FragmentDecompiler::insertConstants(std::stringstream & OS)
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void D3D12FragmentDecompiler::insertMainStart(std::stringstream & OS)
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{
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OS << "PixelOutput main(PixelInput In)" << std::endl;
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const std::set<std::string> output_value =
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{
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"r0", "r1", "r2", "r3", "r4",
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"h0", "h4", "h6", "h8"
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};
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OS << "void ps_impl(PixelInput In, inout float4 r0, inout float4 h0, inout float4 r1, inout float4 r2, inout float4 h4, inout float4 r3, inout float4 h6, inout float4 r4, inout float4 h8)" << std::endl;
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OS << "{" << std::endl;
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for (ParamType PT : m_parr.params[PF_PARAM_IN])
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{
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@ -154,9 +159,9 @@ void D3D12FragmentDecompiler::insertMainStart(std::stringstream & OS)
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for (ParamType PT : m_parr.params[PF_PARAM_NONE])
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{
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for (ParamItem PI : PT.items)
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OS << " " << PT.type << " " << PI.name << " = float4(0., 0., 0., 0.);" << std::endl;
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if (output_value.find(PI.name) == output_value.end())
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OS << " " << PT.type << " " << PI.name << " = float4(0., 0., 0., 0.);" << std::endl;
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}
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// Declare texture coordinate scaling component (to handle unormalized texture coordinates)
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for (ParamType PT : m_parr.params[PF_PARAM_UNIFORM])
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@ -175,6 +180,22 @@ void D3D12FragmentDecompiler::insertMainStart(std::stringstream & OS)
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void D3D12FragmentDecompiler::insertMainEnd(std::stringstream & OS)
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{
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OS << "}" << std::endl;
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OS << std::endl;
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OS << "PixelOutput main(PixelInput In)" << std::endl;
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OS << "{" << std::endl;
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OS << " float4 r0 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 r1 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 r2 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 r3 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 r4 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h0 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h2 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h4 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h6 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h8 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " ps_impl(In, r0, h0, r1, r2, h4, r3, h6, r4, h8);" << std::endl;
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const std::pair<std::string, std::string> table[] =
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{
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{ "ocol0", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" },
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@ -183,8 +204,8 @@ void D3D12FragmentDecompiler::insertMainEnd(std::stringstream & OS)
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{ "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" },
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};
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OS << " PixelOutput Out;" << std::endl;
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size_t num_output = 0;
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OS << " PixelOutput Out = (PixelOutput)0;" << std::endl;
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for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
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{
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if (m_parr.HasParam(PF_PARAM_NONE, "float4", table[i].second))
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