mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 17:02:19 +00:00
229 lines
8.4 KiB
C++
229 lines
8.4 KiB
C++
// Copyright (c) 2014- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Common/GPU/thin3d.h"
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#include "Common/GPU/Vulkan/VulkanRenderManager.h"
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#include "Common/Log.h"
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#include "Core/Reporting.h"
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#include "GPU/Common/StencilCommon.h"
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#include "GPU/Vulkan/FramebufferManagerVulkan.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/TextureCacheVulkan.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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// This shader references gl_FragDepth to prevent early fragment tests.
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// They shouldn't happen since it uses discard, but Adreno detects that incorrectly - see #10634.
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// This only affected the 5xx generation and was fixed sometime before driver version 512.384.0.0 (whatever that means).
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// Strangely, this same code appears to fix a different issue on Exynos instead so now it's enabled on Mali as well.
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static const char *stencil_fs_adreno = R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_ARB_conservative_depth : enable
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layout (depth_unchanged) out float gl_FragDepth;
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layout (binding = 0) uniform sampler2D tex;
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layout (push_constant) uniform params {
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int u_stencilValue;
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};
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layout (location = 0) in vec2 v_texcoord0;
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layout (location = 0) out vec4 fragColor0;
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void main() {
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gl_FragDepth = gl_FragCoord.z;
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if (u_stencilValue == 0) {
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fragColor0 = vec4(0.0);
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} else {
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vec4 index = texture(tex, v_texcoord0);
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int indexBits = int(floor(index.a * 255.99)) & 0xFF;
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if ((indexBits & u_stencilValue) == 0)
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discard;
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fragColor0 = index.aaaa;
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}
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}
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)";
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static const char *stencil_fs = R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D tex;
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layout (push_constant) uniform params {
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int u_stencilValue;
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};
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layout (location = 0) in vec2 v_texcoord0;
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layout (location = 0) out vec4 fragColor0;
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void main() {
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if (u_stencilValue == 0) {
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fragColor0 = vec4(0.0);
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} else {
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vec4 index = texture(tex, v_texcoord0);
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int indexBits = int(floor(index.a * 255.99)) & 0xFF;
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if ((indexBits & u_stencilValue) == 0)
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discard;
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fragColor0 = index.aaaa;
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}
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}
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)";
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static const char stencil_vs[] = R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 v_texcoord0;
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out gl_PerVertex { vec4 gl_Position; };
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void main() {
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int id = gl_VertexIndex;
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v_texcoord0.x = (id == 2) ? 2.0 : 0.0;
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v_texcoord0.y = (id == 1) ? 2.0 : 0.0;
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gl_Position = vec4(v_texcoord0 * vec2(2.0, 2.0) + vec2(-1.0, -1.0), 0.0, 1.0);
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}
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)";
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// In Vulkan we should be able to simply copy the stencil data directly to a stencil buffer without
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// messing about with bitplane textures and the like. Or actually, maybe not... Let's start with
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// the traditional approach.
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bool FramebufferManagerVulkan::NotifyStencilUpload(u32 addr, int size, StencilUpload flags) {
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addr &= 0x3FFFFFFF;
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if (!MayIntersectFramebuffer(addr)) {
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return false;
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}
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VirtualFramebuffer *dstBuffer = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *vfb = vfbs_[i];
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if (vfb->fb_address == addr) {
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dstBuffer = vfb;
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}
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}
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if (!dstBuffer) {
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return false;
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}
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int values = 0;
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u8 usedBits = 0;
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const u8 *src = Memory::GetPointer(addr);
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if (!src) {
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return false;
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}
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switch (dstBuffer->format) {
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case GE_FORMAT_565:
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// Well, this doesn't make much sense.
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return false;
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case GE_FORMAT_5551:
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usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 2;
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break;
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case GE_FORMAT_4444:
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usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 16;
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break;
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case GE_FORMAT_8888:
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usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 256;
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break;
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case GE_FORMAT_INVALID:
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case GE_FORMAT_DEPTH16:
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// Inconceivable.
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_assert_(false);
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break;
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}
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std::string error;
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if (!stencilVs_) {
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const char *stencil_fs_source = stencil_fs;
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// See comment above the stencil_fs_adreno definition.
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u32 vendorID = vulkan_->GetPhysicalDeviceProperties().properties.vendorID;
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if (g_Config.bVendorBugChecksEnabled && (draw_->GetBugs().Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL) || vendorID == VULKAN_VENDOR_ARM))
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stencil_fs_source = stencil_fs_adreno;
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stencilVs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, stencil_vs, &error);
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stencilFs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, stencil_fs_source, &error);
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}
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VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::FRAMEBUFFER_RENDERPASS);
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VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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shaderManagerVulkan_->DirtyLastShader();
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textureCacheVulkan_->ForgetLastTexture();
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u16 w = dstBuffer->renderWidth;
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u16 h = dstBuffer->renderHeight;
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float u1 = 1.0f;
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float v1 = 1.0f;
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Draw::Texture *tex = MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1);
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if (!tex)
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return false;
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if (dstBuffer->fbo) {
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// Typically, STENCIL_IS_ZERO means it's already bound, so this bind will be optimized away.
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draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::DONT_CARE }, "Stencil");
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} else {
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// something is wrong...
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}
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VkPipeline pipeline = vulkan2D_->GetPipeline(rp, stencilVs_, stencilFs_, false, Vulkan2D::VK2DDepthStencilMode::STENCIL_REPLACE_ALWAYS);
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renderManager->BindPipeline(pipeline, PIPELINE_FLAG_USES_DEPTH_STENCIL);
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renderManager->SetViewport({ 0.0f, 0.0f, (float)w, (float)h, 0.0f, 1.0f });
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renderManager->SetScissor({ { 0, 0, },{ (uint32_t)w, (uint32_t)h } });
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draw_->BindTextures(0, 1, &tex);
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VkImageView drawPixelsImageView = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
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VkDescriptorSet descSet = vulkan2D_->GetDescriptorSet(drawPixelsImageView, nearestSampler_, VK_NULL_HANDLE, VK_NULL_HANDLE);
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// Note: Even with skipZero, we don't necessarily start framebuffers at 0 in Vulkan. Clear anyway.
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// Not an actual clear, because we need to draw to alpha only as well.
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uint32_t value = 0;
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renderManager->PushConstants(vulkan2D_->GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, &value);
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renderManager->SetStencilParams(0xFF, 0xFF, 0x00);
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renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, VK_NULL_HANDLE, 0, 3); // full screen triangle
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for (int i = 1; i < values; i += i) {
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if (!(usedBits & i)) {
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// It's already zero, let's skip it.
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continue;
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}
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// These are the stencil bits that will be written. We discard when the bit doesn't match.
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uint8_t writeMask = 0;
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// This is the value to test the texture alpha against in the shader.
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uint32_t value = 0;
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if (dstBuffer->format == GE_FORMAT_4444) {
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writeMask = i | (i << 4);
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value = i * 16;
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} else if (dstBuffer->format == GE_FORMAT_5551) {
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writeMask = 0xFF;
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value = i * 128;
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} else {
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writeMask = i;
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value = i;
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}
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renderManager->SetStencilParams(writeMask, 0xFF, 0xFF);
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// Need to specify both VERTEX and FRAGMENT bits here since that's what we set up in the pipeline layout, and we need
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// that for the post shaders. There's probably not really a cost to this.
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renderManager->PushConstants(vulkan2D_->GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, &value);
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renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, VK_NULL_HANDLE, 0, 3); // full screen triangle
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}
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tex->Release();
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RebindFramebuffer("RebindFramebuffer - NotifyStencilUpload");
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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return true;
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}
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