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glsl: Refactoring, cleanup and optimizations
- Avoid generating unused code - Reduce GPR usage in emitted code
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parent
c963c51a60
commit
6be7c58fa4
6 changed files with 145 additions and 122 deletions
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@ -199,9 +199,12 @@ void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
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glsl::shader_properties properties2;
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properties2.domain = glsl::glsl_fragment_program;
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properties2.require_lit_emulation = properties.has_lit_op;
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properties2.fp32_outputs = !!(m_prog.ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS);
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properties2.require_depth_conversion = m_prog.redirected_textures != 0;
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properties2.require_wpos = properties.has_wpos_input;
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properties2.require_texture_ops = properties.has_tex_op;
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properties2.require_shadow_ops = m_prog.shadow_textures != 0;
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properties2.emulate_coverage_tests = g_cfg.video.antialiasing_level == msaa_level::none;
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properties2.emulate_shadow_compare = device_props.emulate_depth_compare;
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properties2.low_precision_tests = ::gl::get_driver_caps().vendor_NVIDIA;
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@ -350,7 +353,11 @@ void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
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OS << "\n" << " fs_main(" + parameters + ");\n\n";
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glsl::insert_rop(OS, !!(m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS), device_props.has_native_half_support);
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glsl::insert_rop(
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OS,
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!!(m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS),
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device_props.has_native_half_support,
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g_cfg.video.antialiasing_level == msaa_level::none);
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if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
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{
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