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GPU/ShaderGen: Move discard to end of shader
Possible workaround for this PowerVR driver issue.
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19ca102b40
commit
22d664b210
@ -931,10 +931,6 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
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// Apply semitransparency. If not a semitransparent texel, destination alpha is ignored.
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if (semitransparent)
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{
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#if TRANSPARENCY_ONLY_OPAQUE
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discard;
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#endif
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#if USE_DUAL_SOURCE
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o_col0 = float4(color, oalpha);
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o_col1 = float4(0.0, 0.0, 0.0, u_dst_alpha_factor / ialpha);
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@ -945,13 +941,13 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
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#if !PGXP_DEPTH
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o_depth = oalpha * v_pos.z;
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#endif
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#if TRANSPARENCY_ONLY_OPAQUE
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discard;
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#endif
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}
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else
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{
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#if TRANSPARENCY_ONLY_TRANSPARENT
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discard;
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#endif
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#if USE_DUAL_SOURCE
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o_col0 = float4(color, oalpha);
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o_col1 = float4(0.0, 0.0, 0.0, 1.0 - ialpha);
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@ -962,6 +958,10 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
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#if !PGXP_DEPTH
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o_depth = oalpha * v_pos.z;
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#endif
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#if TRANSPARENCY_ONLY_TRANSPARENT
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discard;
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#endif
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}
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#else
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// Non-transparency won't enable blending so we can write the mask here regardless.
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@ -1,4 +1,4 @@
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#pragma once
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#include "types.h"
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static constexpr u32 SHADER_CACHE_VERSION = 3;
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static constexpr u32 SHADER_CACHE_VERSION = 4;
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