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https://github.com/hrydgard/ppsspp.git
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Merge pull request #15960 from hrydgard/more-logic-op-work
Enable logic op emulation in-shader
This commit is contained in:
8 files changed
+98
-40
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@@ -102,5 +102,10 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
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void Compatibility::CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, bool *flag) {
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if (ignored_.find(option) == ignored_.end()) {
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iniFile.Get(option, gameID.c_str(), flag, *flag);
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// Shortcut for debugging, sometimes useful to globally enable compat flags.
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bool all = false;
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iniFile.Get(option, "ALL", &all, false);
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*flag |= all;
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}
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}
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@@ -108,11 +108,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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blueToAlpha = true;
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}
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GEBlendSrcFactor replaceBlendFuncA = (GEBlendSrcFactor)id.Bits(FS_BIT_BLENDFUNC_A, 4);
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GEBlendDstFactor replaceBlendFuncB = (GEBlendDstFactor)id.Bits(FS_BIT_BLENDFUNC_B, 4);
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GEBlendMode replaceBlendEq = (GEBlendMode)id.Bits(FS_BIT_BLENDEQ, 3);
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StencilValueType replaceAlphaWithStencilType = (StencilValueType)id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4);
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bool isModeClear = id.Bit(FS_BIT_CLEARMODE);
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const char *shading = "";
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@@ -121,7 +116,16 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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bool useDiscardStencilBugWorkaround = id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL);
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bool readFramebuffer = replaceBlend == REPLACE_BLEND_READ_FRAMEBUFFER || colorWriteMask;
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GEBlendSrcFactor replaceBlendFuncA = (GEBlendSrcFactor)id.Bits(FS_BIT_BLENDFUNC_A, 4);
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GEBlendDstFactor replaceBlendFuncB = (GEBlendDstFactor)id.Bits(FS_BIT_BLENDFUNC_B, 4);
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GEBlendMode replaceBlendEq = (GEBlendMode)id.Bits(FS_BIT_BLENDEQ, 3);
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StencilValueType replaceAlphaWithStencilType = (StencilValueType)id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4);
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// Distinct from the logic op simulation support.
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GELogicOp replaceLogicOpType = isModeClear ? GE_LOGIC_COPY : (GELogicOp)id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4);
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bool replaceLogicOp = replaceLogicOpType != GE_LOGIC_COPY && compat.bitwiseOps;
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bool readFramebuffer = replaceBlend == REPLACE_BLEND_READ_FRAMEBUFFER || colorWriteMask || replaceLogicOp;
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bool readFramebufferTex = readFramebuffer && !gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH);
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bool needFragCoord = readFramebuffer || gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
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@@ -425,7 +429,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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}
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// Provide implementations of packUnorm4x8 and unpackUnorm4x8 if not available.
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if (colorWriteMask && !hasPackUnorm4x8) {
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if ((colorWriteMask || replaceLogicOp) && !hasPackUnorm4x8) {
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WRITE(p, "uint packUnorm4x8(%svec4 v) {\n", compat.shaderLanguage == GLSL_VULKAN ? "highp " : "");
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WRITE(p, " highp vec4 f = clamp(v, 0.0, 1.0);\n");
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WRITE(p, " uvec4 u = uvec4(255.0 * f);\n");
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@@ -1078,16 +1082,37 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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return false;
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}
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// Final color computed - apply color write mask.
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// TODO: Maybe optimize to only do math on the affected channels?
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// Or .. meh. That would require more shader bits. Though we could
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// of course optimize for the common mask 0xF00000, though again, blue-to-alpha
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// does a better job with that.
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if (colorWriteMask) {
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// Final color computed - apply logic ops and bitwise color write mask, through shader blending, if specified.
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if (colorWriteMask || replaceLogicOp) {
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WRITE(p, " highp uint v32 = packUnorm4x8(%s);\n", compat.fragColor0);
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WRITE(p, " highp uint d32 = packUnorm4x8(destColor);\n");
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// Note that the mask has been flipped to the PC way - 1 means write.
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WRITE(p, " v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);\n");
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// v32 is both the "s" to the logical operation, and the value that we'll merge to the destination with masking later.
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// d32 is the "d" to the logical operation.
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// NOTE: Alpha of v32 needs to be preserved. Same equations as in the software renderer.
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switch (replaceLogicOpType) {
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case GE_LOGIC_CLEAR: p.C(" v32 &= 0xFF000000u;\n"); break;
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case GE_LOGIC_AND: p.C(" v32 = v32 & (d32 | 0xFF000000u);\n"); break;
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case GE_LOGIC_AND_REVERSE: p.C(" v32 = v32 & (~d32 | 0xFF000000u);\n"); break;
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case GE_LOGIC_COPY: break; // source to dest, do nothing. Will be set to this, if not used.
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case GE_LOGIC_AND_INVERTED: p.C(" v32 = (~v32 & (d32 & 0x00FFFFFFu)) | (v32 & 0xFF000000u);\n"); break;
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case GE_LOGIC_NOOP: p.C(" v32 = (d32 & 0x00FFFFFFu) | (v32 & 0xFF000000u);\n"); break;
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case GE_LOGIC_XOR: p.C(" v32 = v32 ^ (d32 & 0x00FFFFFFu);\n"); break;
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case GE_LOGIC_OR: p.C(" v32 = v32 | (d32 & 0x00FFFFFFu);\n"); break;
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case GE_LOGIC_NOR: p.C(" v32 = (~(v32 | d32) & 0x00FFFFFFu) | (v32 & 0xFF000000u);\n"); break;
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case GE_LOGIC_EQUIV: p.C(" v32 = (~(v32 ^ d32) & 0x00FFFFFFu) | (v32 & 0xFF000000u);\n"); break;
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case GE_LOGIC_INVERTED: p.C(" v32 = (~d32 & 0x00FFFFFFu) | (v32 & 0xFF000000u);\n"); break;
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case GE_LOGIC_OR_REVERSE: p.C(" v32 = v32 | (~d32 & 0x00FFFFFFu);\n"); break;
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case GE_LOGIC_COPY_INVERTED: p.C(" v32 = (~v32 & 0x00FFFFFFu) | (v32 &0xFF000000u);\n"); break;
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case GE_LOGIC_OR_INVERTED: p.C(" v32 = ((~v32 | d32) & 0x00FFFFFFu) | (v32 & 0xFF000000u);\n"); break;
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case GE_LOGIC_NAND: p.C(" v32 = (~(v32 & d32) & 0x00FFFFFFu) | (v32 & 0xFF000000u);\n"); break;
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case GE_LOGIC_SET: p.C(" v32 |= 0x00FFFFFF;\n"); break;
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}
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// Note that the mask has already been flipped to the PC way - 1 means write.
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if (colorWriteMask) {
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WRITE(p, " v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);\n");
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}
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WRITE(p, " %s = unpackUnorm4x8(v32);\n", compat.fragColor0);
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}
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@@ -996,7 +996,7 @@ void ApplyStencilReplaceAndLogicOpIgnoreBlend(ReplaceAlphaType replaceAlphaWithS
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// we read from the framebuffer (or a copy of it).
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// We also prepare uniformMask so that if doing this in the shader gets forced-on,
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// we have the right mask already.
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void ConvertMaskState(GenericMaskState &maskState, bool shaderBitOpsSupported) {
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static void ConvertMaskState(GenericMaskState &maskState, bool shaderBitOpsSupported) {
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if (gstate_c.blueToAlpha) {
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maskState.applyFramebufferRead = false;
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maskState.uniformMask = 0xFF000000;
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@@ -1042,7 +1042,7 @@ void ConvertMaskState(GenericMaskState &maskState, bool shaderBitOpsSupported) {
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}
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// Called even if AlphaBlendEnable == false - it also deals with stencil-related blend state.
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void ConvertBlendState(GenericBlendState &blendState, bool forceReplaceBlend) {
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static void ConvertBlendState(GenericBlendState &blendState, bool forceReplaceBlend) {
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// Blending is a bit complex to emulate. This is due to several reasons:
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//
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// * Doubled blend modes (src, dst, inversed) aren't supported in OpenGL.
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@@ -1334,6 +1334,33 @@ void ConvertBlendState(GenericBlendState &blendState, bool forceReplaceBlend) {
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blendState.setEquation(colorEq, alphaEq);
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}
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static void ConvertLogicOpState(GenericLogicState &logicOpState, bool logicSupported, bool shaderBitOpsSupported, bool forceApplyFramebuffer) {
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// TODO: We can get more detailed with checks here. Some logic ops don't involve the destination at all.
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// Several can be trivially supported even without any bitwise logic.
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if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY && forceApplyFramebuffer && shaderBitOpsSupported) {
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// We have to emulate logic ops in the shader.
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logicOpState.logicOpEnabled = false; // Don't use any hardware logic op, supported or not.
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logicOpState.applyFramebufferRead = true;
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logicOpState.logicOp = gstate.getLogicOp();
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} else if (logicSupported) {
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// We can use hardware logic ops, if needed.
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logicOpState.applyFramebufferRead = false;
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if (gstate.isLogicOpEnabled()) {
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logicOpState.logicOpEnabled = true;
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logicOpState.logicOp = gstate.getLogicOp();
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} else {
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logicOpState.logicOpEnabled = false;
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logicOpState.logicOp = GE_LOGIC_COPY;
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}
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} else {
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// In this case, the SIMULATE fallback should kick in.
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// Need to make sure this is checking for the same things though...
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logicOpState.logicOpEnabled = false;
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logicOpState.logicOp = GE_LOGIC_COPY;
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logicOpState.applyFramebufferRead = false;
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}
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}
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static void ConvertStencilFunc5551(GenericStencilFuncState &state) {
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// Flaws:
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// - INVERT should convert 1, 5, 0xFF to 0. Currently it won't always.
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@@ -1466,19 +1493,6 @@ static void ConvertStencilFunc5551(GenericStencilFuncState &state) {
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}
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}
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void ConvertLogicOpState(GenericLogicState &logicOpState, bool logicSupported, bool shaderBitOpsSupported) {
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// Just do the non-shader case for now.
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if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
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logicOpState.logicOpEnabled = gstate.isLogicOpEnabled() && logicSupported;
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logicOpState.logicOp = gstate.isLogicOpEnabled() ? gstate.getLogicOp() : GE_LOGIC_COPY;
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logicOpState.applyFramebufferRead = false;
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} else {
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logicOpState.logicOpEnabled = false;
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logicOpState.logicOp = GE_LOGIC_COPY;
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logicOpState.applyFramebufferRead = false; // true later?
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}
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}
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static void ConvertStencilMask5551(GenericStencilFuncState &state) {
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state.writeMask = state.writeMask >= 0x80 ? 0xff : 0x00;
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}
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@@ -1538,6 +1552,13 @@ void GenericBlendState::Log() {
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void ComputedPipelineState::Convert(bool shaderBitOpsSuppported) {
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ConvertMaskState(maskState, shaderBitOpsSuppported);
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ConvertLogicOpState(logicState, gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP), shaderBitOpsSuppported);
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ConvertLogicOpState(logicState, gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP), shaderBitOpsSuppported, maskState.applyFramebufferRead);
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ConvertBlendState(blendState, maskState.applyFramebufferRead);
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// Note: If the blend state decided it had to use framebuffer reads,
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// we need to switch mask and logic over to also use it, otherwise things will go wrong.
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if (blendState.applyFramebufferRead) {
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maskState.ConvertToShaderBlend();
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logicState.ConvertToShaderBlend();
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}
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}
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@@ -184,7 +184,6 @@ struct GenericBlendState {
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void Log();
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};
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void ConvertBlendState(GenericBlendState &blendState, bool forceReplaceBlend);
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void ApplyStencilReplaceAndLogicOpIgnoreBlend(ReplaceAlphaType replaceAlphaWithStencil, GenericBlendState &blendState);
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struct GenericMaskState {
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@@ -204,8 +203,6 @@ struct GenericMaskState {
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void Log();
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};
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void ConvertMaskState(GenericMaskState &maskState, bool shaderBitOpsSupported);
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struct GenericStencilFuncState {
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bool enabled;
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GEComparison testFunc;
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@@ -240,8 +237,6 @@ struct GenericLogicState {
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void Log();
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};
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void ConvertLogicOpState(GenericLogicState &logicOpState, bool logicSupported, bool shaderBitOpsSupported);
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struct ComputedPipelineState {
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GenericBlendState blendState;
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GenericMaskState maskState;
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@@ -268,6 +268,7 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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ReplaceBlendType replaceBlend = pipelineState.blendState.replaceBlend;
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ReplaceAlphaType stencilToAlpha = pipelineState.blendState.replaceAlphaWithStencil;
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SimulateLogicOpType simulateLogicOpType = pipelineState.blendState.simulateLogicOpType;
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GELogicOp replaceLogicOpType = pipelineState.logicState.applyFramebufferRead ? pipelineState.logicState.logicOp : GE_LOGIC_COPY;
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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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@@ -325,6 +326,9 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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// 2 bits.
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id.SetBits(FS_BIT_SIMULATE_LOGIC_OP_TYPE, 2, simulateLogicOpType);
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// 4 bits. Set to GE_LOGIC_COPY if not used, which does nothing in the shader generator.
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id.SetBits(FS_BIT_REPLACE_LOGIC_OP, 4, (int)replaceLogicOpType);
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// If replaceBlend == REPLACE_BLEND_STANDARD (or REPLACE_BLEND_NO) nothing is done, so we kill these bits.
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if (replaceBlend == REPLACE_BLEND_BLUE_TO_ALPHA) {
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id.SetBits(FS_BIT_REPLACE_BLEND, 3, replaceBlend);
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@@ -95,6 +95,7 @@ enum FShaderBit : uint8_t {
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FS_BIT_COLOR_WRITEMASK = 50,
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FS_BIT_3D_TEXTURE = 51,
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FS_BIT_SHADER_SMOOTHED_DEPAL = 52,
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FS_BIT_REPLACE_LOGIC_OP = 53, // 4 bits. GE_LOGIC_COPY means no-op/off.
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};
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static inline FShaderBit operator +(FShaderBit bit, int i) {
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@@ -370,7 +370,7 @@ VulkanFragmentShader *ShaderManagerVulkan::GetFragmentShaderFromModule(VkShaderM
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// instantaneous.
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#define CACHE_HEADER_MAGIC 0xff51f420
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#define CACHE_VERSION 21
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#define CACHE_VERSION 22
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struct VulkanCacheHeader {
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uint32_t magic;
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uint32_t version;
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+10
-3
@@ -1120,14 +1120,12 @@ ULJM05812 = true
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NPJH50371 = true
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# Colin McRae's DiRT 2 - issue #13012 (car lighting)
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# Previously used ReinterpretFramebuffers + ShaderColorBitmask
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ULUS10471 = true
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ULJM05533 = true
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NPJH50006 = true
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ULES01301 = true
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# Outrun 2006: Coast to Coast - issue #11358 (car reflections)
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# Previously used ReinterpretFramebuffers + ShaderColorBitmask
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ULES00262 = true
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ULUS10064 = true
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ULKS46087 = true
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@@ -1138,7 +1136,16 @@ NPUZ00043 = true
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NPEZ00198 = true
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[ShaderColorBitmask]
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# No users right now, but keeping it around as a more accurate option than BlueToAlpha, for debugging mainly Outrun.
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# Colin McRae's DiRT 2 - issue #13012 (water)
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ULUS10471 = true
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ULJM05533 = true
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NPJH50006 = true
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ULES01301 = true
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# Outrun 2006: Coast to Coast - issue #11358 (car reflections), #11928 (water)
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ULES00262 = true
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ULUS10064 = true
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ULKS46087 = true
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[DisableFirstFrameReadback]
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# Wipeout Pure: Temporary workaround for lens flare flicker. See #13344
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