mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-07-11 01:34:17 +02:00
GS/HW: Improve ROV discard behavior.
Try to avoid color/depth write when it's discarded.
This commit is contained in:
@@ -192,7 +192,7 @@ struct PS_INPUT
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#ifdef PIXEL_SHADER
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struct PS_OUTPUT_REAL
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struct PS_OUTPUT
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{
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#define NUM_RTS 0
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@@ -231,20 +231,6 @@ struct PS_OUTPUT_REAL
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#undef NUM_RTS
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};
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struct PS_OUTPUT
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{
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#if !PS_NO_COLOR
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#if PS_DATE == 1 || PS_DATE == 2
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float c;
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#else
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float4 c0;
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#if !PS_NO_COLOR1
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float4 c1;
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#endif
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#endif
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#endif
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};
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Texture2D<float4> Texture : register(t0);
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Texture2D<float4> Palette : register(t1);
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#if !PS_ROV_COLOR
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@@ -1326,13 +1312,17 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
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#endif
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#if PS_ROV_COLOR || PS_ROV_DEPTH
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#define DISCARD rov_discard = true
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#define DISCARD { rov_discard_color = true; rov_discard_depth = true; }
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#define DISCARD_COLOR rov_discard_color = true
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#define DISCARD_DEPTH rov_discard_depth = true
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#else
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#define DISCARD discard
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#define DISCARD discard
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#define DISCARD_COLOR o_col0 = RtLoad(input.p.xy)
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#define DISCARD_DEPTH input.p.z = DepthLoad(input.p.xy)
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#endif
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#if (PS_RETURN_COLOR || PS_RETURN_DEPTH)
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PS_OUTPUT_REAL ps_main(PS_INPUT input)
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PS_OUTPUT ps_main(PS_INPUT input)
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#else
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void ps_main(PS_INPUT input)
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#endif
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@@ -1351,7 +1341,8 @@ void ps_main(PS_INPUT input)
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#endif
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#if PS_ROV_COLOR || PS_ROV_DEPTH
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bool rov_discard = false;
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bool rov_discard_color = false;
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bool rov_discard_depth = false;
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#endif
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// Use ROV discard macro for since we cannot do
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@@ -1458,19 +1449,29 @@ if (bad)
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discard;
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#endif
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PS_OUTPUT output;
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// Output values
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#if !PS_NO_COLOR
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#if PS_DATE == 1 || PS_DATE == 2
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float o_col0;
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#else
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float4 o_col0;
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#if !PS_NO_COLOR1
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float4 o_col1;
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#endif
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#endif
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#endif
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// Get first primitive that will write a failling alpha value
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#if PS_DATE == 1
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// DATM == 0
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// Pixel with alpha equal to 1 will failed (128-255)
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output.c = (C.a > 127.5f) ? float(input.primid) : float(0x7FFFFFFF);
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o_col0 = (C.a > 127.5f) ? float(input.primid) : float(0x7FFFFFFF);
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#elif PS_DATE == 2
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// DATM == 1
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// Pixel with alpha equal to 0 will failed (0-127)
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output.c = (C.a < 127.5f) ? float(input.primid) : float(0x7FFFFFFF);
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o_col0 = (C.a < 127.5f) ? float(input.primid) : float(0x7FFFFFFF);
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#else
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// Not primid DATE setup
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@@ -1547,26 +1548,26 @@ if (bad)
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// Output color scaling
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#if !PS_NO_COLOR
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output.c0.a = PS_RTA_CORRECTION ? C.a / 128.0f : C.a / 255.0f;
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output.c0.rgb = PS_COLCLIP_HW ? float3(C.rgb / 65535.0f) : C.rgb / 255.0f;
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o_col0.a = PS_RTA_CORRECTION ? C.a / 128.0f : C.a / 255.0f;
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o_col0.rgb = PS_COLCLIP_HW ? float3(C.rgb / 65535.0f) : C.rgb / 255.0f;
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#if !PS_NO_COLOR1
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output.c1 = alpha_blend;
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o_col1 = alpha_blend;
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#endif
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#endif // !PS_NO_COLOR
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// Alpha test with feedback
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#if PS_AFAIL == AFAIL_FB_ONLY
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if (!atst_pass)
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input.p.z = DepthLoad(input.p.xy);
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DISCARD_DEPTH;
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#elif PS_AFAIL == AFAIL_ZB_ONLY
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if (!atst_pass)
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output.c0 = RtLoad(input.p.xy);
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DISCARD_COLOR;
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#elif PS_AFAIL == AFAIL_RGB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
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if (!atst_pass)
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{
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output.c0.a = RtLoad(input.p.xy).a;
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o_col0.a = RtLoad(input.p.xy).a; // discard alpha
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#if PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
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input.p.z = DepthLoad(input.p.xy);
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DISCARD_DEPTH;
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#endif
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}
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#endif
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@@ -1579,46 +1580,39 @@ if (bad)
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#if PS_AA1 == PS_AA1_TRIANGLE_SW_Z
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if (!bool(input.interior))
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input.p.z = DepthLoad(input.p.xy); // No depth update for triangle edges.
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DISCARD_DEPTH; // No depth update for triangle edges.
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#endif
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#if (PS_RETURN_COLOR || PS_RETURN_DEPTH)
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// Output struct with the actual system values output semantics.
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PS_OUTPUT_REAL output_real;
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PS_OUTPUT output;
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#endif
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// Color write back
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#if PS_RETURN_COLOR
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#if PS_DATE == 1 || PS_DATE == 2
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output_real.c = output.c;
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#else
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output_real.c0 = output.c0;
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#if !PS_NO_COLOR1
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output_real.c1 = output.c1;
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#endif
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output.c0 = o_col0;
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#if !PS_NO_COLOR1
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output.c1 = o_col1;
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#endif
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#elif PS_RETURN_COLOR_ROV
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output.c0 = (rov_discard | (FbMask == 0xFFu)) ? RtLoad(input.p.xy) : output.c0;
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RtWrite(input.p.xy, output.c0);
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o_col0 = (FbMask == 0xFFu) ? RtLoad(input.p.xy) : o_col0; // channel masking
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if (!rov_discard_color)
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RtWrite(input.p.xy, o_col0);
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#endif
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// Depth write back
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#if PS_RETURN_DEPTH
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output_real.depth = input.p.z;
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output.depth = input.p.z;
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#if SW_DEPTH && PS_NO_COLOR1 && PS_DEPTH_FEEDBACK_SUPPORT == 2
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// Output color clone for feedback.
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output_real.depth_color = input.p.z;
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output.depth_color = input.p.z;
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#endif
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#elif PS_RETURN_DEPTH_ROV
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#if SW_DEPTH
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input.p.z = rov_discard ? DepthLoad(input.p.xy) : input.p.z;
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#endif
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DepthWrite(input.p.xy, input.p.z);
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if (!rov_discard_depth)
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DepthWrite(input.p.xy, input.p.z);
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#endif
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#if (PS_RETURN_COLOR || PS_RETURN_DEPTH)
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return output_real;
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return output;
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#endif
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}
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@@ -1720,9 +1720,13 @@ layout(early_fragment_tests) in;
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#endif
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#if PS_ROV_COLOR || PS_ROV_DEPTH
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#define DISCARD rov_discard = true
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#define DISCARD { rov_discard_color = true; rov_discard_depth = true; }
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#define DISCARD_COLOR rov_discard_color = true
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#define DISCARD_DEPTH rov_discard_depth = true
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#else
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#define DISCARD discard
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#define DISCARD discard
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#define DISCARD_COLOR o_col0 = sample_from_rt()
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#define DISCARD_DEPTH input_z = sample_from_depth()
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#endif
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void main()
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@@ -1747,7 +1751,8 @@ void main()
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#endif
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#if PS_ROV_COLOR || PS_ROV_DEPTH
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bool rov_discard = gl_HelperInvocation;
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bool rov_discard_color = gl_HelperInvocation;
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bool rov_discard_depth = gl_HelperInvocation;
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#endif
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#if PS_ZTST == ZTST_GEQUAL
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@@ -1940,16 +1945,16 @@ void main()
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// Alpha test with feedback
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#if PS_AFAIL == AFAIL_FB_ONLY
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if (!atst_pass)
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input_z = sample_from_depth();
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DISCARD_DEPTH;
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#elif PS_AFAIL == AFAIL_ZB_ONLY
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if (!atst_pass)
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o_col0 = sample_from_rt();
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DISCARD_COLOR;
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#elif (PS_AFAIL == AFAIL_RGB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
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if (!atst_pass)
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{
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o_col0.a = sample_from_rt().a;
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o_col0.a = sample_from_rt().a; // discard alpha
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#if PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
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input_z = sample_from_depth();
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DISCARD_DEPTH;
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#endif
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}
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#endif
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@@ -1961,24 +1966,23 @@ void main()
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#if PS_AA1 == PS_AA1_TRIANGLE_SW_Z
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if (!bool(vsIn.interior))
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input_z = sample_from_depth(); // No depth update for triangle edges.
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DISCARD_DEPTH; // No depth update for triangle edges.
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#endif
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// Writing back color (result already written to o_col0 for non-ROV)
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#if PS_RETURN_COLOR_ROV
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bvec4 discard_channels = bvec4(uvec4(rov_discard) | uvec4(equal(FbMask, uvec4(0xFFu))));
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o_col0 = mix(o_col0, sample_from_rt(), discard_channels);
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o_col0 = mix(o_col0, sample_from_rt(), equal(FbMask, uvec4(0xFFu))); // channel masking
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imageStore(RtImageRov, ivec2(gl_FragCoord.xy), o_col0);
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if (!rov_discard_color)
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imageStore(RtImageRov, ivec2(gl_FragCoord.xy), o_col0);
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#endif
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// Writing back depth
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#if PS_RETURN_DEPTH
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gl_FragDepth = input_z;
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#elif PS_RETURN_DEPTH_ROV
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input_z = rov_discard ? sample_from_depth() : input_z;
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imageStore(DepthImageRov, ivec2(gl_FragCoord.xy), vec4(input_z, 0, 0, 1.0f));
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if (!rov_discard_depth)
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imageStore(DepthImageRov, ivec2(gl_FragCoord.xy), vec4(input_z, 0, 0, 1.0f));
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#endif
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#if PS_ROV_COLOR || PS_ROV_DEPTH
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@@ -3,4 +3,4 @@
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/// Version number for GS and other shaders. Increment whenever any of the contents of the
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/// shaders change, to invalidate the cache.
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static constexpr u32 SHADER_CACHE_VERSION = 105; // Last changed in PR 14465
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static constexpr u32 SHADER_CACHE_VERSION = 106; // Last changed in PR 14643
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