Avoid recomputing the shaderblend setup in ComputeFragmentShaderID.
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0fe064d970
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fd6ab4c495
3 changed files with 11 additions and 10 deletions
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@ -263,15 +263,15 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
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bool useShaderDepal = gstate_c.useShaderDepal;
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bool useSmoothedDepal = gstate_c.useSmoothedShaderDepal;
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bool colorWriteMask = IsColorWriteMaskComplex(gstate_c.allowFramebufferRead);
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bool colorWriteMask = pipelineState.maskState.applyFramebufferRead;
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// Note how we here recompute some of the work already done in state mapping.
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// Not ideal! At least we share the code.
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ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowFramebufferRead, gstate_c.framebufFormat);
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if (colorWriteMask) {
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replaceBlend = REPLACE_BLEND_READ_FRAMEBUFFER;
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}
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ReplaceAlphaType stencilToAlpha = ReplaceAlphaWithStencil(replaceBlend);
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ReplaceBlendType replaceBlend = pipelineState.blendState.replaceBlend;
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ReplaceAlphaType stencilToAlpha = pipelineState.blendState.replaceAlphaWithStencil;
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// For debugging, can probably delete soon.
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// _assert_(colorWriteMask == IsColorWriteMaskComplex(gstate_c.allowFramebufferRead));
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// _assert_(replaceBlend == ReplaceBlendWithShader(gstate_c.allowFramebufferRead, gstate_c.framebufFormat);
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// _assert_(stencilToAlpha == ReplaceAlphaWithStencil(replaceBlend));
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// All texfuncs except replace are the same for RGB as for RGBA with full alpha.
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// Note that checking this means that we must dirty the fragment shader ID whenever textureFullAlpha changes.
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