ppsspp/GPU/Common/ShaderId.cpp
2023-09-23 13:08:25 -07:00

455 lines
18 KiB
C++

#include <string>
#include <sstream>
#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];
}
const char *uvgModes[4] = { "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 ";
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 && bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL)) {
bool stencilWithoutDepth = !IsStencilTestOutputDisabled() && (!gstate.isDepthTestEnabled() || !gstate.isDepthWriteEnabled());
if (stencilWithoutDepth) {
id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, stencilWithoutDepth);
}
}
// 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;
}