/
ShaderId.cpp
467 lines (403 loc) · 19 KB
/
ShaderId.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
#include <string>
#include <sstream>
#include <array>
#include "Common/GPU/thin3d.h"
#include "Common/StringUtils.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "GPU/ge_constants.h"
#include "GPU/GPU.h"
#include "GPU/GPUState.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Common/VertexDecoderCommon.h"
std::string VertexShaderDesc(const VShaderID &id) {
std::stringstream desc;
desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
if (id.Bit(VS_BIT_IS_THROUGH)) desc << "THR ";
if (id.Bit(VS_BIT_USE_HW_TRANSFORM)) desc << "HWX ";
if (id.Bit(VS_BIT_HAS_COLOR)) desc << "C ";
if (id.Bit(VS_BIT_HAS_TEXCOORD)) desc << "T ";
if (id.Bit(VS_BIT_HAS_NORMAL)) desc << "N ";
if (id.Bit(VS_BIT_LMODE)) desc << "LM ";
if (id.Bit(VS_BIT_NORM_REVERSE)) desc << "RevN ";
int uvgMode = id.Bits(VS_BIT_UVGEN_MODE, 2);
if (uvgMode == GE_TEXMAP_TEXTURE_MATRIX) {
int uvprojMode = id.Bits(VS_BIT_UVPROJ_MODE, 2);
const char *uvprojModes[4] = { "TexProjPos ", "TexProjUV ", "TexProjNNrm ", "TexProjNrm " };
desc << uvprojModes[uvprojMode];
}
static constexpr std::array<const char*, 4> uvgModes = { "UV ", "UVMtx ", "UVEnv ", "UVUnk " };
int ls0 = id.Bits(VS_BIT_LS0, 2);
int ls1 = id.Bits(VS_BIT_LS1, 2);
if (uvgMode) desc << uvgModes[uvgMode];
if (id.Bit(VS_BIT_ENABLE_BONES)) desc << "Bones:" << (id.Bits(VS_BIT_BONES, 3) + 1) << " ";
// Lights
if (id.Bit(VS_BIT_LIGHTING_ENABLE)) {
desc << "Light: ";
}
if (id.Bit(VS_BIT_LIGHT_UBERSHADER)) {
desc << "LightUberShader ";
}
for (int i = 0; i < 4; i++) {
bool enabled = id.Bit(VS_BIT_LIGHT0_ENABLE + i) && id.Bit(VS_BIT_LIGHTING_ENABLE);
if (enabled || (uvgMode == GE_TEXMAP_ENVIRONMENT_MAP && (ls0 == i || ls1 == i))) {
desc << i << ": ";
desc << "c:" << id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2) << " t:" << id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2) << " ";
}
}
if (id.Bits(VS_BIT_MATERIAL_UPDATE, 3)) desc << "MatUp:" << id.Bits(VS_BIT_MATERIAL_UPDATE, 3) << " ";
if (id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2)) desc << "WScale " << id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2) << " ";
if (id.Bit(VS_BIT_FLATSHADE)) desc << "Flat ";
if (id.Bit(VS_BIT_BEZIER)) desc << "Bezier ";
if (id.Bit(VS_BIT_SPLINE)) desc << "Spline ";
if (id.Bit(VS_BIT_HAS_COLOR_TESS)) desc << "TessC ";
if (id.Bit(VS_BIT_HAS_TEXCOORD_TESS)) desc << "TessT ";
if (id.Bit(VS_BIT_HAS_NORMAL_TESS)) desc << "TessN ";
if (id.Bit(VS_BIT_NORM_REVERSE_TESS)) desc << "TessRevN ";
if (id.Bit(VS_BIT_VERTEX_RANGE_CULLING)) desc << "Cull ";
if (id.Bit(VS_BIT_SIMPLE_STEREO)) desc << "SimpleStereo ";
return desc.str();
}
void ComputeVertexShaderID(VShaderID *id_out, VertexDecoder *vertexDecoder, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
u32 vertType = vertexDecoder->VertexType();
bool isModeThrough = (vertType & GE_VTYPE_THROUGH) != 0;
bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
bool doShadeMapping = doTexture && (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP);
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT && !gstate.isModeClear();
bool vtypeHasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
bool vtypeHasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0;
bool vtypeHasTexcoord = (vertType & GE_VTYPE_TC_MASK) != 0;
bool doBezier = gstate_c.submitType == SubmitType::HW_BEZIER;
bool doSpline = gstate_c.submitType == SubmitType::HW_SPLINE;
if (doBezier || doSpline) {
_assert_(vtypeHasNormal);
}
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough && !gstate.isModeClear();
bool vertexRangeCulling = gstate_c.Use(GPU_USE_VS_RANGE_CULLING) &&
!isModeThrough && gstate_c.submitType == SubmitType::DRAW; // neither hw nor sw spline/bezier. See #11692
VShaderID id;
id.SetBit(VS_BIT_LMODE, lmode);
id.SetBit(VS_BIT_IS_THROUGH, isModeThrough);
id.SetBit(VS_BIT_HAS_COLOR, vtypeHasColor);
id.SetBit(VS_BIT_VERTEX_RANGE_CULLING, vertexRangeCulling);
if (!isModeThrough && gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
id.SetBit(VS_BIT_SIMPLE_STEREO);
}
if (doTexture) {
// UV generation mode. doShadeMapping is implicitly stored here.
id.SetBits(VS_BIT_UVGEN_MODE, 2, gstate.getUVGenMode());
}
if (useHWTransform) {
id.SetBit(VS_BIT_USE_HW_TRANSFORM);
id.SetBit(VS_BIT_HAS_NORMAL, vtypeHasNormal);
// The next bits are used differently depending on UVgen mode
if (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX) {
id.SetBits(VS_BIT_UVPROJ_MODE, 2, gstate.getUVProjMode());
} else if (doShadeMapping) {
id.SetBits(VS_BIT_LS0, 2, gstate.getUVLS0());
id.SetBits(VS_BIT_LS1, 2, gstate.getUVLS1());
}
// Bones.
u32 vertType = vertexDecoder->VertexType();
bool enableBones = !useSkinInDecode && vertTypeIsSkinningEnabled(vertType);
id.SetBit(VS_BIT_ENABLE_BONES, enableBones);
if (enableBones) {
id.SetBits(VS_BIT_BONES, 3, TranslateNumBones(vertTypeGetNumBoneWeights(vertType)) - 1);
// 2 bits. We should probably send in the weight scalefactor as a uniform instead,
// or simply preconvert all weights to floats.
id.SetBits(VS_BIT_WEIGHT_FMTSCALE, 2, weightsAsFloat ? 0 : (vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT);
}
if (gstate.isLightingEnabled()) {
// doShadeMapping is stored as UVGenMode, and light type doesn't matter for shade mapping.
id.SetBit(VS_BIT_LIGHTING_ENABLE);
if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
id.SetBit(VS_BIT_LIGHT_UBERSHADER);
} else {
id.SetBits(VS_BIT_MATERIAL_UPDATE, 3, gstate.getMaterialUpdate());
// Light bits
for (int i = 0; i < 4; i++) {
bool chanEnabled = gstate.isLightChanEnabled(i) != 0;
id.SetBit(VS_BIT_LIGHT0_ENABLE + i, chanEnabled);
if (chanEnabled) {
id.SetBits(VS_BIT_LIGHT0_COMP + 4 * i, 2, gstate.getLightComputation(i));
id.SetBits(VS_BIT_LIGHT0_TYPE + 4 * i, 2, gstate.getLightType(i));
}
}
}
}
id.SetBit(VS_BIT_NORM_REVERSE, gstate.areNormalsReversed());
id.SetBit(VS_BIT_HAS_TEXCOORD, vtypeHasTexcoord);
if (useHWTessellation) {
id.SetBit(VS_BIT_BEZIER, doBezier);
id.SetBit(VS_BIT_SPLINE, doSpline);
if (doBezier || doSpline) {
// These are the original vertType's values (normalized will always have colors, etc.)
id.SetBit(VS_BIT_HAS_COLOR_TESS, (gstate.vertType & GE_VTYPE_COL_MASK) != 0);
id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, (gstate.vertType & GE_VTYPE_TC_MASK) != 0);
id.SetBit(VS_BIT_HAS_NORMAL_TESS, (gstate.vertType & GE_VTYPE_NRM_MASK) != 0 || gstate.isLightingEnabled());
}
id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed());
}
}
id.SetBit(VS_BIT_FLATSHADE, doFlatShading);
// These two bits cannot be combined, otherwise havoc occurs. We get reports that indicate this happened somehow... "ERROR: 0:14: 'u_proj' : undeclared identifier"
_dbg_assert_msg_(!id.Bit(VS_BIT_USE_HW_TRANSFORM) || !id.Bit(VS_BIT_IS_THROUGH), "Can't have both THROUGH and USE_HW_TRANSFORM together!");
*id_out = id;
}
static const char * const alphaTestFuncs[] = { "NEVER", "ALWAYS", "==", "!=", "<", "<=", ">", ">=" };
static const char * const logicFuncs[] = {
"CLEAR", "AND", "AND_REV", "COPY", "AND_INV", "NOOP", "XOR", "OR",
"NOR", "EQUIV", "INVERTED", "OR_REV", "COPY_INV", "OR_INV", "NAND", "SET",
};
static bool MatrixNeedsProjection(const float m[12], GETexProjMapMode mode) {
// For GE_PROJMAP_UV, we can ignore m[8] since it multiplies to zero.
return m[2] != 0.0f || m[5] != 0.0f || (m[8] != 0.0f && mode != GE_PROJMAP_UV) || m[11] != 1.0f;
}
std::string FragmentShaderDesc(const FShaderID &id) {
std::stringstream desc;
desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
if (id.Bit(FS_BIT_CLEARMODE)) desc << "Clear ";
if (id.Bit(FS_BIT_DO_TEXTURE)) desc << (id.Bit(FS_BIT_3D_TEXTURE) ? "Tex3D " : "Tex ");
if (id.Bit(FS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
if (id.Bit(FS_BIT_ENABLE_FOG)) desc << "Fog ";
if (id.Bit(FS_BIT_LMODE)) desc << "LM ";
if (id.Bit(FS_BIT_TEXALPHA)) desc << "TexAlpha ";
if (id.Bit(FS_BIT_DOUBLE_COLOR)) desc << "Double ";
if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat ";
if (id.Bit(FS_BIT_BGRA_TEXTURE)) desc << "BGRA ";
if (id.Bit(FS_BIT_UBERSHADER)) desc << "FragUber ";
if (id.Bit(FS_BIT_DEPTH_TEST_NEVER)) desc << "DepthNever ";
switch ((ShaderDepalMode)id.Bits(FS_BIT_SHADER_DEPAL_MODE, 2)) {
case ShaderDepalMode::OFF: break;
case ShaderDepalMode::NORMAL: desc << "Depal "; break;
case ShaderDepalMode::SMOOTHED: desc << "SmoothDepal "; break;
case ShaderDepalMode::CLUT8_8888: desc << "CLUT8From8888Depal"; break;
}
if (id.Bit(FS_BIT_COLOR_WRITEMASK)) desc << "WriteMask ";
if (id.Bit(FS_BIT_SHADER_TEX_CLAMP)) {
desc << "TClamp";
if (id.Bit(FS_BIT_CLAMP_S)) desc << "S";
if (id.Bit(FS_BIT_CLAMP_T)) desc << "T";
desc << " ";
}
int blendBits = id.Bits(FS_BIT_REPLACE_BLEND, 3);
if (blendBits) {
switch (blendBits) {
case ReplaceBlendType::REPLACE_BLEND_BLUE_TO_ALPHA:
desc << "BlueToAlpha_" << "A:" << id.Bits(FS_BIT_BLENDFUNC_A, 4);
break;
default:
desc << "ReplaceBlend_" << id.Bits(FS_BIT_REPLACE_BLEND, 3)
<< "A:" << id.Bits(FS_BIT_BLENDFUNC_A, 4)
<< "_B:" << id.Bits(FS_BIT_BLENDFUNC_B, 4)
<< "_Eq:" << id.Bits(FS_BIT_BLENDEQ, 3) << " ";
break;
}
}
switch (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)) {
case REPLACE_ALPHA_NO: break;
case REPLACE_ALPHA_YES: desc << "StenToAlpha "; break;
case REPLACE_ALPHA_DUALSOURCE: desc << "StenToAlphaDual "; break;
}
if (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2) != REPLACE_ALPHA_NO) {
switch (id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4)) {
case STENCIL_VALUE_UNIFORM: desc << "StenUniform "; break;
case STENCIL_VALUE_ZERO: desc << "Sten0 "; break;
case STENCIL_VALUE_ONE: desc << "Sten1 "; break;
case STENCIL_VALUE_KEEP: desc << "StenKeep "; break;
case STENCIL_VALUE_INVERT: desc << "StenInv "; break;
case STENCIL_VALUE_INCR_4: desc << "StenIncr4 "; break;
case STENCIL_VALUE_INCR_8: desc << "StenIncr8 "; break;
case STENCIL_VALUE_DECR_4: desc << "StenDecr4 "; break;
case STENCIL_VALUE_DECR_8: desc << "StenDecr8 "; break;
default: desc << "StenUnknown "; break;
}
} else if (id.Bit(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE)) {
desc << "StenOff ";
}
if (id.Bit(FS_BIT_DO_TEXTURE)) {
switch (id.Bits(FS_BIT_TEXFUNC, 3)) {
case GE_TEXFUNC_ADD: desc << "TFuncAdd "; break;
case GE_TEXFUNC_BLEND: desc << "TFuncBlend "; break;
case GE_TEXFUNC_DECAL: desc << "TFuncDecal "; break;
case GE_TEXFUNC_MODULATE: desc << "TFuncMod "; break;
case GE_TEXFUNC_REPLACE: desc << "TFuncRepl "; break;
default: desc << "TFuncUnk "; break;
}
}
if (id.Bit(FS_BIT_ALPHA_AGAINST_ZERO)) desc << "AlphaTest0 " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " ";
else if (id.Bit(FS_BIT_ALPHA_TEST)) desc << "AlphaTest " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " ";
if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match;
else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match
if (id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO)) desc << "TestDiscardToZero ";
if (id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL)) desc << "StencilDiscardWorkaround ";
int logicMode = id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4);
if ((logicMode != GE_LOGIC_COPY) && !id.Bit(FS_BIT_CLEARMODE)) desc << "RLogic(" << logicFuncs[logicMode] << ")";
if (id.Bit(FS_BIT_SAMPLE_ARRAY_TEXTURE)) desc << "TexArray ";
if (id.Bit(FS_BIT_STEREO)) desc << "Stereo ";
if (id.Bit(FS_BIT_USE_FRAMEBUFFER_FETCH)) desc << "(fetch)";
return desc.str();
}
bool FragmentIdNeedsFramebufferRead(const FShaderID &id) {
return id.Bit(FS_BIT_COLOR_WRITEMASK) ||
id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4) != GE_LOGIC_COPY ||
(ReplaceBlendType)id.Bits(FS_BIT_REPLACE_BLEND, 3) == REPLACE_BLEND_READ_FRAMEBUFFER;
}
// Here we must take all the bits of the gstate that determine what the fragment shader will
// look like, and concatenate them together into an ID.
void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pipelineState, const Draw::Bugs &bugs) {
FShaderID id;
if (gstate.isModeClear()) {
// We only need one clear shader, so let's ignore the rest of the bits.
id.SetBit(FS_BIT_CLEARMODE);
} else {
bool isModeThrough = gstate.isModeThrough();
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough;
bool enableFog = gstate.isFogEnabled() && !isModeThrough;
bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue();
bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
bool enableColorDouble = gstate.isColorDoublingEnabled();
bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix, gstate.getUVProjMode()));
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
bool enableTexAlpha = gstate.isTextureAlphaUsed();
bool uberShader = gstate_c.Use(GPU_USE_FRAGMENT_UBERSHADER);
ShaderDepalMode shaderDepalMode = gstate_c.shaderDepalMode;
bool colorWriteMask = pipelineState.maskState.applyFramebufferRead;
ReplaceBlendType replaceBlend = pipelineState.blendState.replaceBlend;
GELogicOp replaceLogicOpType = pipelineState.logicState.applyFramebufferRead ? pipelineState.logicState.logicOp : GE_LOGIC_COPY;
SimulateLogicOpType simulateLogicOpType = pipelineState.blendState.simulateLogicOpType;
ReplaceAlphaType stencilToAlpha = pipelineState.blendState.replaceAlphaWithStencil;
if (gstate.isTextureMapEnabled()) {
id.SetBit(FS_BIT_DO_TEXTURE);
id.SetBits(FS_BIT_TEXFUNC, 3, gstate.getTextureFunction());
if (gstate_c.needShaderTexClamp) {
// 4 bits total.
id.SetBit(FS_BIT_SHADER_TEX_CLAMP);
id.SetBit(FS_BIT_CLAMP_S, gstate.isTexCoordClampedS());
id.SetBit(FS_BIT_CLAMP_T, gstate.isTexCoordClampedT());
}
id.SetBit(FS_BIT_BGRA_TEXTURE, gstate_c.bgraTexture);
id.SetBits(FS_BIT_SHADER_DEPAL_MODE, 2, (int)shaderDepalMode);
id.SetBit(FS_BIT_3D_TEXTURE, gstate_c.curTextureIs3D);
}
id.SetBit(FS_BIT_LMODE, lmode);
if (enableAlphaTest) {
// 5 bits total.
id.SetBit(FS_BIT_ALPHA_TEST);
id.SetBits(FS_BIT_ALPHA_TEST_FUNC, 3, gstate.getAlphaTestFunction());
id.SetBit(FS_BIT_ALPHA_AGAINST_ZERO, IsAlphaTestAgainstZero());
id.SetBit(FS_BIT_TEST_DISCARD_TO_ZERO, !NeedsTestDiscard());
}
if (enableColorTest) {
// 4 bits total.
id.SetBit(FS_BIT_COLOR_TEST);
id.SetBits(FS_BIT_COLOR_TEST_FUNC, 2, gstate.getColorTestFunction());
id.SetBit(FS_BIT_COLOR_AGAINST_ZERO, IsColorTestAgainstZero());
// This is alos set in enableAlphaTest - color test is uncommon, but we can skip discard the same way.
id.SetBit(FS_BIT_TEST_DISCARD_TO_ZERO, !NeedsTestDiscard());
}
id.SetBit(FS_BIT_ENABLE_FOG, enableFog); // TODO: Will be moved back to the ubershader.
id.SetBit(FS_BIT_UBERSHADER, uberShader);
if (!uberShader) {
id.SetBit(FS_BIT_TEXALPHA, enableTexAlpha);
id.SetBit(FS_BIT_DOUBLE_COLOR, enableColorDouble);
}
id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
// 2 bits
id.SetBits(FS_BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha);
if (stencilToAlpha != REPLACE_ALPHA_NO) {
// 4 bits
id.SetBits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4, ReplaceAlphaWithStencilType());
}
// 2 bits.
id.SetBits(FS_BIT_SIMULATE_LOGIC_OP_TYPE, 2, simulateLogicOpType);
// 4 bits. Set to GE_LOGIC_COPY if not used, which does nothing in the shader generator.
id.SetBits(FS_BIT_REPLACE_LOGIC_OP, 4, (int)replaceLogicOpType);
// If replaceBlend == REPLACE_BLEND_STANDARD (or REPLACE_BLEND_NO) nothing is done, so we kill these bits.
if (replaceBlend == REPLACE_BLEND_BLUE_TO_ALPHA) {
id.SetBits(FS_BIT_REPLACE_BLEND, 3, replaceBlend);
id.SetBits(FS_BIT_BLENDFUNC_A, 4, gstate.getBlendFuncA());
} else if (replaceBlend > REPLACE_BLEND_STANDARD) {
// 3 bits.
id.SetBits(FS_BIT_REPLACE_BLEND, 3, replaceBlend);
// 11 bits total.
id.SetBits(FS_BIT_BLENDEQ, 3, gstate.getBlendEq());
id.SetBits(FS_BIT_BLENDFUNC_A, 4, gstate.getBlendFuncA());
id.SetBits(FS_BIT_BLENDFUNC_B, 4, gstate.getBlendFuncB());
}
id.SetBit(FS_BIT_FLATSHADE, doFlatShading);
id.SetBit(FS_BIT_COLOR_WRITEMASK, colorWriteMask);
// All framebuffers are array textures in Vulkan now.
if (gstate_c.textureIsArray && gstate_c.Use(GPU_USE_FRAMEBUFFER_ARRAYS)) {
id.SetBit(FS_BIT_SAMPLE_ARRAY_TEXTURE);
}
// Stereo support
if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
id.SetBit(FS_BIT_STEREO);
}
if (g_Config.bVendorBugChecksEnabled) {
if (bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL_ADRENO) || bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL_MALI)) {
// On Adreno, the workaround is safe, so we do simple checks.
bool stencilWithoutDepth = (!gstate.isDepthTestEnabled() || !gstate.isDepthWriteEnabled()) && !IsStencilTestOutputDisabled();
if (stencilWithoutDepth) {
id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, stencilWithoutDepth);
}
}
}
// Forcibly disable NEVER + depth-write on Mali.
// TODO: Take this from computed depth test instead of directly from the gstate.
// That will take more refactoring though.
if (bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL_MALI) &&
gstate.getDepthTestFunction() == GE_COMP_NEVER && gstate.isDepthTestEnabled()) {
id.SetBit(FS_BIT_DEPTH_TEST_NEVER);
}
// In case the USE flag changes (for example, in multisampling we might disable input attachments),
// we don't want to accidentally use the wrong cached shader here. So moved it to a bit.
if (FragmentIdNeedsFramebufferRead(id)) {
if (gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH)) {
id.SetBit(FS_BIT_USE_FRAMEBUFFER_FETCH);
}
}
}
*id_out = id;
}
std::string GeometryShaderDesc(const GShaderID &id) {
std::stringstream desc;
desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
if (id.Bit(GS_BIT_ENABLED)) desc << "ENABLED ";
if (id.Bit(GS_BIT_DO_TEXTURE)) desc << "TEX ";
if (id.Bit(GS_BIT_LMODE)) desc << "LM ";
return desc.str();
}
void ComputeGeometryShaderID(GShaderID *id_out, const Draw::Bugs &bugs, int prim) {
GShaderID id;
// Early out.
if (!gstate_c.Use(GPU_USE_GS_CULLING)) {
*id_out = id;
return;
}
bool isModeThrough = gstate.isModeThrough();
bool isCurve = gstate_c.submitType != SubmitType::DRAW;
bool isTriangle = prim == GE_PRIM_TRIANGLES || prim == GE_PRIM_TRIANGLE_FAN || prim == GE_PRIM_TRIANGLE_STRIP;
bool vertexRangeCulling = !isCurve;
bool clipClampedDepth = gstate_c.Use(GPU_USE_DEPTH_CLAMP) && !gstate_c.Use(GPU_USE_CLIP_DISTANCE);
// Only use this for triangle primitives, and if we actually need it.
if ((!vertexRangeCulling && !clipClampedDepth) || isModeThrough || !isTriangle) {
*id_out = id;
return;
}
id.SetBit(GS_BIT_ENABLED, true);
// Vertex range culling doesn't seem tno happen for spline/bezier, see #11692.
id.SetBit(GS_BIT_CURVE, isCurve);
if (gstate.isModeClear()) {
// No attribute bits.
} else {
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough;
id.SetBit(GS_BIT_LMODE, lmode);
if (gstate.isTextureMapEnabled()) {
id.SetBit(GS_BIT_DO_TEXTURE);
}
}
*id_out = id;
}