Multithreadded Shadergen: Second pass over Pixel Shadergen.

Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.

Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
This commit is contained in:
Scott Mansell 2016-01-17 01:41:26 +13:00
parent 1a831cfc7d
commit 24e5d21780
6 changed files with 238 additions and 188 deletions

View file

@ -210,7 +210,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
newentry.in_cache = 0;
ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL, uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL);
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())
@ -397,13 +397,13 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const std::string& c
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
{
uid->puid = GetPixelShaderUid(dstAlphaMode, API_OPENGL);
uid->puid = GetPixelShaderUid(dstAlphaMode);
uid->vuid = GetVertexShaderUid();
uid->guid = GetGeometryShaderUid(primitive_type);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL);
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, uid->puid.GetUidData());
pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL, uid->vuid.GetUidData());