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GS/HW: Cleanup gl and vk shaders.
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gl: Rename fetch_rt to sample_from_rt to match vk shaders, remove old atst call. vk: Make sure shuffle values have correct unsigned type.
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@ -111,7 +111,7 @@ layout(binding = 3) uniform sampler2D img_prim_min;
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//layout(pixel_center_integer) in vec4 gl_FragCoord;
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#endif
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vec4 fetch_rt()
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vec4 sample_from_rt()
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{
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#if !NEEDS_RT
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return vec4(0.0);
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@ -127,7 +127,7 @@ vec4 fetch_rt()
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vec4 sample_c(vec2 uv)
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{
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#if PS_TEX_IS_FB == 1
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return fetch_rt();
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return sample_from_rt();
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#elif PS_REGION_RECT
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return texelFetch(TextureSampler, ivec2(uv), 0);
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#else
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@ -312,7 +312,7 @@ int fetch_raw_depth()
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float multiplier = exp2(32.0f);
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#if PS_TEX_IS_FB == 1
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return int(fetch_rt().r * multiplier);
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return int(sample_from_rt().r * multiplier);
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#else
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return int(texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0).r * multiplier);
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#endif
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@ -321,7 +321,7 @@ int fetch_raw_depth()
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vec4 fetch_raw_color()
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{
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#if PS_TEX_IS_FB == 1
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return fetch_rt();
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return sample_from_rt();
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#else
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return texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0);
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#endif
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@ -697,8 +697,6 @@ vec4 ps_color()
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vec4 C = tfx(T, PSin.c);
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atst(C);
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fog(C, PSin.t_float.z);
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return C;
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@ -709,9 +707,9 @@ void ps_fbmask(inout vec4 C)
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// FIXME do I need special case for 16 bits
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#if PS_FBMASK
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#if PS_HDR == 1
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vec4 RT = trunc(fetch_rt() * 65535.0f);
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vec4 RT = trunc(sample_from_rt() * 65535.0f);
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#else
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vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
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vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
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#endif
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C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
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#endif
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@ -799,7 +797,7 @@ float As = As_rgba.a;
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#endif
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#if SW_BLEND_NEEDS_RT
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vec4 RT = fetch_rt();
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vec4 RT = sample_from_rt();
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#else
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// Not used, but we define it to make the selection below simpler.
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vec4 RT = vec4(0.0f);
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@ -974,9 +972,9 @@ void ps_main()
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#if PS_WRITE_RG == 1
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// Pseudo 16 bits access.
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float rt_a = fetch_rt().g;
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float rt_a = sample_from_rt().g;
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#else
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float rt_a = fetch_rt().a;
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float rt_a = sample_from_rt().a;
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#endif
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#if (PS_DATE & 3) == 1
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@ -1028,9 +1026,9 @@ void ps_main()
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#if SW_AD_TO_HW
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#if PS_RTA_CORRECTION
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vec4 RT = trunc(fetch_rt() * 128.0f + 0.1f);
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vec4 RT = trunc(sample_from_rt() * 128.0f + 0.1f);
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#else
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vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
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vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
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#endif
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vec4 alpha_blend = vec4(RT.a / 128.0f);
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@ -954,7 +954,7 @@ vec4 ps_color()
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T.a = float(denorm_c_before.a & 0x80u);
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#else
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T.r = float((denorm_c_before.r << 3) & 0xF8u);
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T.g = float(((denorm_c_before.r >> 2) & 0x38) | ((denorm_c_before.g << 6) & 0xC0u));
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T.g = float(((denorm_c_before.r >> 2) & 0x38u) | ((denorm_c_before.g << 6) & 0xC0u));
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T.b = float((denorm_c_before.g << 1) & 0xF8u);
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T.a = float(denorm_c_before.g & 0x80u);
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#endif
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@ -3,4 +3,4 @@
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/// Version number for GS and other shaders. Increment whenever any of the contents of the
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/// shaders change, to invalidate the cache.
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static constexpr u32 SHADER_CACHE_VERSION = 58;
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static constexpr u32 SHADER_CACHE_VERSION = 59;
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