VideoBackends: Clear uid bits that are unused for the current backend

Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
This commit is contained in:
Stenzek 2017-09-05 23:33:15 +10:00
parent 6d32cce2f5
commit 84f8ebd95f
7 changed files with 30 additions and 2 deletions

View file

@ -231,6 +231,7 @@ SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat*
uid.puid = GetPixelShaderUid();
uid.vuid = GetVertexShaderUid();
uid.guid = GetGeometryShaderUid(primitive_type);
ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
// Check if the shader is already set
if (last_entry && uid == last_uid)
@ -298,6 +299,7 @@ SHADER* ProgramShaderCache::SetUberShader(u32 primitive_type, const GLVertexForm
uid.puid = UberShader::GetPixelShaderUid();
uid.vuid = UberShader::GetVertexShaderUid();
uid.guid = GetGeometryShaderUid(primitive_type);
UberShader::ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
// We need to use the ubershader vertex format with all attributes enabled.
// Otherwise, the NV driver can generate variants for the vertex shaders.