CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutSign UpSign In
hrydgard

CoCalc provides the best real-time collaborative environment for Jupyter Notebooks, LaTeX documents, and SageMath, scalable from individual users to large groups and classes!

GitHub Repository: hrydgard/ppsspp
Path: blob/master/GPU/Common/ShaderId.cpp
Views: 1401
1
#include <string>
2
#include <sstream>
3
#include <array>
4
5
#include "Common/GPU/thin3d.h"
6
#include "Common/StringUtils.h"
7
#include "Core/System.h"
8
#include "Core/Config.h"
9
10
#include "GPU/ge_constants.h"
11
#include "GPU/GPU.h"
12
#include "GPU/GPUState.h"
13
#include "GPU/Common/GPUStateUtils.h"
14
#include "GPU/Common/ShaderId.h"
15
#include "GPU/Common/VertexDecoderCommon.h"
16
17
std::string VertexShaderDesc(const VShaderID &id) {
18
std::stringstream desc;
19
desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
20
if (id.Bit(VS_BIT_IS_THROUGH)) desc << "THR ";
21
if (id.Bit(VS_BIT_USE_HW_TRANSFORM)) desc << "HWX ";
22
if (id.Bit(VS_BIT_HAS_COLOR)) desc << "C ";
23
if (id.Bit(VS_BIT_HAS_TEXCOORD)) desc << "T ";
24
if (id.Bit(VS_BIT_HAS_NORMAL)) desc << "N ";
25
if (id.Bit(VS_BIT_LMODE)) desc << "LM ";
26
if (id.Bit(VS_BIT_NORM_REVERSE)) desc << "RevN ";
27
int uvgMode = id.Bits(VS_BIT_UVGEN_MODE, 2);
28
if (uvgMode == GE_TEXMAP_TEXTURE_MATRIX) {
29
int uvprojMode = id.Bits(VS_BIT_UVPROJ_MODE, 2);
30
const char *uvprojModes[4] = { "TexProjPos ", "TexProjUV ", "TexProjNNrm ", "TexProjNrm " };
31
desc << uvprojModes[uvprojMode];
32
}
33
static constexpr std::array<const char*, 4> uvgModes = { "UV ", "UVMtx ", "UVEnv ", "UVUnk " };
34
int ls0 = id.Bits(VS_BIT_LS0, 2);
35
int ls1 = id.Bits(VS_BIT_LS1, 2);
36
37
if (uvgMode) desc << uvgModes[uvgMode];
38
if (id.Bit(VS_BIT_ENABLE_BONES)) desc << "Bones:" << (id.Bits(VS_BIT_BONES, 3) + 1) << " ";
39
// Lights
40
if (id.Bit(VS_BIT_LIGHTING_ENABLE)) {
41
desc << "Light: ";
42
}
43
if (id.Bit(VS_BIT_LIGHT_UBERSHADER)) {
44
desc << "LightUberShader ";
45
}
46
for (int i = 0; i < 4; i++) {
47
bool enabled = id.Bit(VS_BIT_LIGHT0_ENABLE + i) && id.Bit(VS_BIT_LIGHTING_ENABLE);
48
if (enabled || (uvgMode == GE_TEXMAP_ENVIRONMENT_MAP && (ls0 == i || ls1 == i))) {
49
desc << i << ": ";
50
desc << "c:" << id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2) << " t:" << id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2) << " ";
51
}
52
}
53
if (id.Bits(VS_BIT_MATERIAL_UPDATE, 3)) desc << "MatUp:" << id.Bits(VS_BIT_MATERIAL_UPDATE, 3) << " ";
54
if (id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2)) desc << "WScale " << id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2) << " ";
55
if (id.Bit(VS_BIT_FLATSHADE)) desc << "Flat ";
56
57
if (id.Bit(VS_BIT_BEZIER)) desc << "Bezier ";
58
if (id.Bit(VS_BIT_SPLINE)) desc << "Spline ";
59
if (id.Bit(VS_BIT_HAS_COLOR_TESS)) desc << "TessC ";
60
if (id.Bit(VS_BIT_HAS_TEXCOORD_TESS)) desc << "TessT ";
61
if (id.Bit(VS_BIT_HAS_NORMAL_TESS)) desc << "TessN ";
62
if (id.Bit(VS_BIT_NORM_REVERSE_TESS)) desc << "TessRevN ";
63
if (id.Bit(VS_BIT_VERTEX_RANGE_CULLING)) desc << "Cull ";
64
65
if (id.Bit(VS_BIT_SIMPLE_STEREO)) desc << "SimpleStereo ";
66
67
return desc.str();
68
}
69
70
void ComputeVertexShaderID(VShaderID *id_out, VertexDecoder *vertexDecoder, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
71
u32 vertType = vertexDecoder->VertexType();
72
73
bool isModeThrough = (vertType & GE_VTYPE_THROUGH) != 0;
74
bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
75
bool doShadeMapping = doTexture && (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP);
76
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT && !gstate.isModeClear();
77
78
bool vtypeHasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
79
bool vtypeHasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0;
80
bool vtypeHasTexcoord = (vertType & GE_VTYPE_TC_MASK) != 0;
81
82
bool doBezier = gstate_c.submitType == SubmitType::HW_BEZIER;
83
bool doSpline = gstate_c.submitType == SubmitType::HW_SPLINE;
84
85
if (doBezier || doSpline) {
86
_assert_(vtypeHasNormal);
87
}
88
89
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough && !gstate.isModeClear();
90
bool vertexRangeCulling = gstate_c.Use(GPU_USE_VS_RANGE_CULLING) &&
91
!isModeThrough && gstate_c.submitType == SubmitType::DRAW; // neither hw nor sw spline/bezier. See #11692
92
93
VShaderID id;
94
id.SetBit(VS_BIT_LMODE, lmode);
95
id.SetBit(VS_BIT_IS_THROUGH, isModeThrough);
96
id.SetBit(VS_BIT_HAS_COLOR, vtypeHasColor);
97
id.SetBit(VS_BIT_VERTEX_RANGE_CULLING, vertexRangeCulling);
98
99
if (!isModeThrough && gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
100
id.SetBit(VS_BIT_SIMPLE_STEREO);
101
}
102
103
if (doTexture) {
104
// UV generation mode. doShadeMapping is implicitly stored here.
105
id.SetBits(VS_BIT_UVGEN_MODE, 2, gstate.getUVGenMode());
106
}
107
108
if (useHWTransform) {
109
id.SetBit(VS_BIT_USE_HW_TRANSFORM);
110
id.SetBit(VS_BIT_HAS_NORMAL, vtypeHasNormal);
111
112
// The next bits are used differently depending on UVgen mode
113
if (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX) {
114
id.SetBits(VS_BIT_UVPROJ_MODE, 2, gstate.getUVProjMode());
115
} else if (doShadeMapping) {
116
id.SetBits(VS_BIT_LS0, 2, gstate.getUVLS0());
117
id.SetBits(VS_BIT_LS1, 2, gstate.getUVLS1());
118
}
119
120
// Bones.
121
u32 vertType = vertexDecoder->VertexType();
122
bool enableBones = !useSkinInDecode && vertTypeIsSkinningEnabled(vertType);
123
id.SetBit(VS_BIT_ENABLE_BONES, enableBones);
124
if (enableBones) {
125
id.SetBits(VS_BIT_BONES, 3, TranslateNumBones(vertTypeGetNumBoneWeights(vertType)) - 1);
126
// 2 bits. We should probably send in the weight scalefactor as a uniform instead,
127
// or simply preconvert all weights to floats.
128
id.SetBits(VS_BIT_WEIGHT_FMTSCALE, 2, weightsAsFloat ? 0 : (vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT);
129
}
130
131
if (gstate.isLightingEnabled()) {
132
// doShadeMapping is stored as UVGenMode, and light type doesn't matter for shade mapping.
133
id.SetBit(VS_BIT_LIGHTING_ENABLE);
134
if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
135
id.SetBit(VS_BIT_LIGHT_UBERSHADER);
136
} else {
137
id.SetBits(VS_BIT_MATERIAL_UPDATE, 3, gstate.getMaterialUpdate());
138
// Light bits
139
for (int i = 0; i < 4; i++) {
140
bool chanEnabled = gstate.isLightChanEnabled(i) != 0;
141
id.SetBit(VS_BIT_LIGHT0_ENABLE + i, chanEnabled);
142
if (chanEnabled) {
143
id.SetBits(VS_BIT_LIGHT0_COMP + 4 * i, 2, gstate.getLightComputation(i));
144
id.SetBits(VS_BIT_LIGHT0_TYPE + 4 * i, 2, gstate.getLightType(i));
145
}
146
}
147
}
148
}
149
150
id.SetBit(VS_BIT_NORM_REVERSE, gstate.areNormalsReversed());
151
id.SetBit(VS_BIT_HAS_TEXCOORD, vtypeHasTexcoord);
152
153
if (useHWTessellation) {
154
id.SetBit(VS_BIT_BEZIER, doBezier);
155
id.SetBit(VS_BIT_SPLINE, doSpline);
156
if (doBezier || doSpline) {
157
// These are the original vertType's values (normalized will always have colors, etc.)
158
id.SetBit(VS_BIT_HAS_COLOR_TESS, (gstate.vertType & GE_VTYPE_COL_MASK) != 0);
159
id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, (gstate.vertType & GE_VTYPE_TC_MASK) != 0);
160
id.SetBit(VS_BIT_HAS_NORMAL_TESS, (gstate.vertType & GE_VTYPE_NRM_MASK) != 0 || gstate.isLightingEnabled());
161
}
162
id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed());
163
}
164
}
165
166
id.SetBit(VS_BIT_FLATSHADE, doFlatShading);
167
168
// These two bits cannot be combined, otherwise havoc occurs. We get reports that indicate this happened somehow... "ERROR: 0:14: 'u_proj' : undeclared identifier"
169
_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!");
170
171
*id_out = id;
172
}
173
174
175
static const char * const alphaTestFuncs[] = { "NEVER", "ALWAYS", "==", "!=", "<", "<=", ">", ">=" };
176
static const char * const logicFuncs[] = {
177
"CLEAR", "AND", "AND_REV", "COPY", "AND_INV", "NOOP", "XOR", "OR",
178
"NOR", "EQUIV", "INVERTED", "OR_REV", "COPY_INV", "OR_INV", "NAND", "SET",
179
};
180
181
static bool MatrixNeedsProjection(const float m[12], GETexProjMapMode mode) {
182
// For GE_PROJMAP_UV, we can ignore m[8] since it multiplies to zero.
183
return m[2] != 0.0f || m[5] != 0.0f || (m[8] != 0.0f && mode != GE_PROJMAP_UV) || m[11] != 1.0f;
184
}
185
186
std::string FragmentShaderDesc(const FShaderID &id) {
187
std::stringstream desc;
188
desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
189
if (id.Bit(FS_BIT_CLEARMODE)) desc << "Clear ";
190
if (id.Bit(FS_BIT_DO_TEXTURE)) desc << (id.Bit(FS_BIT_3D_TEXTURE) ? "Tex3D " : "Tex ");
191
if (id.Bit(FS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
192
if (id.Bit(FS_BIT_ENABLE_FOG)) desc << "Fog ";
193
if (id.Bit(FS_BIT_LMODE)) desc << "LM ";
194
if (id.Bit(FS_BIT_TEXALPHA)) desc << "TexAlpha ";
195
if (id.Bit(FS_BIT_DOUBLE_COLOR)) desc << "Double ";
196
if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat ";
197
if (id.Bit(FS_BIT_BGRA_TEXTURE)) desc << "BGRA ";
198
if (id.Bit(FS_BIT_UBERSHADER)) desc << "FragUber ";
199
if (id.Bit(FS_BIT_DEPTH_TEST_NEVER)) desc << "DepthNever ";
200
switch ((ShaderDepalMode)id.Bits(FS_BIT_SHADER_DEPAL_MODE, 2)) {
201
case ShaderDepalMode::OFF: break;
202
case ShaderDepalMode::NORMAL: desc << "Depal "; break;
203
case ShaderDepalMode::SMOOTHED: desc << "SmoothDepal "; break;
204
case ShaderDepalMode::CLUT8_8888: desc << "CLUT8From8888Depal"; break;
205
}
206
if (id.Bit(FS_BIT_COLOR_WRITEMASK)) desc << "WriteMask ";
207
if (id.Bit(FS_BIT_SHADER_TEX_CLAMP)) {
208
desc << "TClamp";
209
if (id.Bit(FS_BIT_CLAMP_S)) desc << "S";
210
if (id.Bit(FS_BIT_CLAMP_T)) desc << "T";
211
desc << " ";
212
}
213
int blendBits = id.Bits(FS_BIT_REPLACE_BLEND, 3);
214
if (blendBits) {
215
switch (blendBits) {
216
case ReplaceBlendType::REPLACE_BLEND_BLUE_TO_ALPHA:
217
desc << "BlueToAlpha_" << "A:" << id.Bits(FS_BIT_BLENDFUNC_A, 4);
218
break;
219
default:
220
desc << "ReplaceBlend_" << id.Bits(FS_BIT_REPLACE_BLEND, 3)
221
<< "A:" << id.Bits(FS_BIT_BLENDFUNC_A, 4)
222
<< "_B:" << id.Bits(FS_BIT_BLENDFUNC_B, 4)
223
<< "_Eq:" << id.Bits(FS_BIT_BLENDEQ, 3) << " ";
224
break;
225
}
226
}
227
228
switch (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)) {
229
case REPLACE_ALPHA_NO: break;
230
case REPLACE_ALPHA_YES: desc << "StenToAlpha "; break;
231
case REPLACE_ALPHA_DUALSOURCE: desc << "StenToAlphaDual "; break;
232
}
233
if (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2) != REPLACE_ALPHA_NO) {
234
switch (id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4)) {
235
case STENCIL_VALUE_UNIFORM: desc << "StenUniform "; break;
236
case STENCIL_VALUE_ZERO: desc << "Sten0 "; break;
237
case STENCIL_VALUE_ONE: desc << "Sten1 "; break;
238
case STENCIL_VALUE_KEEP: desc << "StenKeep "; break;
239
case STENCIL_VALUE_INVERT: desc << "StenInv "; break;
240
case STENCIL_VALUE_INCR_4: desc << "StenIncr4 "; break;
241
case STENCIL_VALUE_INCR_8: desc << "StenIncr8 "; break;
242
case STENCIL_VALUE_DECR_4: desc << "StenDecr4 "; break;
243
case STENCIL_VALUE_DECR_8: desc << "StenDecr8 "; break;
244
default: desc << "StenUnknown "; break;
245
}
246
} else if (id.Bit(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE)) {
247
desc << "StenOff ";
248
}
249
if (id.Bit(FS_BIT_DO_TEXTURE)) {
250
switch (id.Bits(FS_BIT_TEXFUNC, 3)) {
251
case GE_TEXFUNC_ADD: desc << "TFuncAdd "; break;
252
case GE_TEXFUNC_BLEND: desc << "TFuncBlend "; break;
253
case GE_TEXFUNC_DECAL: desc << "TFuncDecal "; break;
254
case GE_TEXFUNC_MODULATE: desc << "TFuncMod "; break;
255
case GE_TEXFUNC_REPLACE: desc << "TFuncRepl "; break;
256
default: desc << "TFuncUnk "; break;
257
}
258
}
259
260
if (id.Bit(FS_BIT_ALPHA_AGAINST_ZERO)) desc << "AlphaTest0 " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " ";
261
else if (id.Bit(FS_BIT_ALPHA_TEST)) desc << "AlphaTest " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " ";
262
if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match;
263
else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match
264
if (id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO)) desc << "TestDiscardToZero ";
265
if (id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL)) desc << "StencilDiscardWorkaround ";
266
int logicMode = id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4);
267
if ((logicMode != GE_LOGIC_COPY) && !id.Bit(FS_BIT_CLEARMODE)) desc << "RLogic(" << logicFuncs[logicMode] << ")";
268
if (id.Bit(FS_BIT_SAMPLE_ARRAY_TEXTURE)) desc << "TexArray ";
269
if (id.Bit(FS_BIT_STEREO)) desc << "Stereo ";
270
if (id.Bit(FS_BIT_USE_FRAMEBUFFER_FETCH)) desc << "(fetch)";
271
return desc.str();
272
}
273
274
bool FragmentIdNeedsFramebufferRead(const FShaderID &id) {
275
return id.Bit(FS_BIT_COLOR_WRITEMASK) ||
276
id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4) != GE_LOGIC_COPY ||
277
(ReplaceBlendType)id.Bits(FS_BIT_REPLACE_BLEND, 3) == REPLACE_BLEND_READ_FRAMEBUFFER;
278
}
279
280
// Here we must take all the bits of the gstate that determine what the fragment shader will
281
// look like, and concatenate them together into an ID.
282
void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pipelineState, const Draw::Bugs &bugs) {
283
FShaderID id;
284
if (gstate.isModeClear()) {
285
// We only need one clear shader, so let's ignore the rest of the bits.
286
id.SetBit(FS_BIT_CLEARMODE);
287
} else {
288
bool isModeThrough = gstate.isModeThrough();
289
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough;
290
bool enableFog = gstate.isFogEnabled() && !isModeThrough;
291
bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue();
292
bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
293
bool enableColorDouble = gstate.isColorDoublingEnabled();
294
bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix, gstate.getUVProjMode()));
295
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
296
297
bool enableTexAlpha = gstate.isTextureAlphaUsed();
298
299
bool uberShader = gstate_c.Use(GPU_USE_FRAGMENT_UBERSHADER);
300
301
ShaderDepalMode shaderDepalMode = gstate_c.shaderDepalMode;
302
303
bool colorWriteMask = pipelineState.maskState.applyFramebufferRead;
304
ReplaceBlendType replaceBlend = pipelineState.blendState.replaceBlend;
305
GELogicOp replaceLogicOpType = pipelineState.logicState.applyFramebufferRead ? pipelineState.logicState.logicOp : GE_LOGIC_COPY;
306
307
SimulateLogicOpType simulateLogicOpType = pipelineState.blendState.simulateLogicOpType;
308
ReplaceAlphaType stencilToAlpha = pipelineState.blendState.replaceAlphaWithStencil;
309
310
if (gstate.isTextureMapEnabled()) {
311
id.SetBit(FS_BIT_DO_TEXTURE);
312
id.SetBits(FS_BIT_TEXFUNC, 3, gstate.getTextureFunction());
313
if (gstate_c.needShaderTexClamp) {
314
// 4 bits total.
315
id.SetBit(FS_BIT_SHADER_TEX_CLAMP);
316
id.SetBit(FS_BIT_CLAMP_S, gstate.isTexCoordClampedS());
317
id.SetBit(FS_BIT_CLAMP_T, gstate.isTexCoordClampedT());
318
}
319
id.SetBit(FS_BIT_BGRA_TEXTURE, gstate_c.bgraTexture);
320
id.SetBits(FS_BIT_SHADER_DEPAL_MODE, 2, (int)shaderDepalMode);
321
id.SetBit(FS_BIT_3D_TEXTURE, gstate_c.curTextureIs3D);
322
}
323
324
id.SetBit(FS_BIT_LMODE, lmode);
325
326
if (enableAlphaTest) {
327
// 5 bits total.
328
id.SetBit(FS_BIT_ALPHA_TEST);
329
id.SetBits(FS_BIT_ALPHA_TEST_FUNC, 3, gstate.getAlphaTestFunction());
330
id.SetBit(FS_BIT_ALPHA_AGAINST_ZERO, IsAlphaTestAgainstZero());
331
id.SetBit(FS_BIT_TEST_DISCARD_TO_ZERO, !NeedsTestDiscard());
332
}
333
if (enableColorTest) {
334
// 4 bits total.
335
id.SetBit(FS_BIT_COLOR_TEST);
336
id.SetBits(FS_BIT_COLOR_TEST_FUNC, 2, gstate.getColorTestFunction());
337
id.SetBit(FS_BIT_COLOR_AGAINST_ZERO, IsColorTestAgainstZero());
338
// This is alos set in enableAlphaTest - color test is uncommon, but we can skip discard the same way.
339
id.SetBit(FS_BIT_TEST_DISCARD_TO_ZERO, !NeedsTestDiscard());
340
}
341
342
id.SetBit(FS_BIT_ENABLE_FOG, enableFog); // TODO: Will be moved back to the ubershader.
343
344
id.SetBit(FS_BIT_UBERSHADER, uberShader);
345
if (!uberShader) {
346
id.SetBit(FS_BIT_TEXALPHA, enableTexAlpha);
347
id.SetBit(FS_BIT_DOUBLE_COLOR, enableColorDouble);
348
}
349
350
id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
351
352
// 2 bits
353
id.SetBits(FS_BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha);
354
355
if (stencilToAlpha != REPLACE_ALPHA_NO) {
356
// 4 bits
357
id.SetBits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4, ReplaceAlphaWithStencilType());
358
}
359
360
// 2 bits.
361
id.SetBits(FS_BIT_SIMULATE_LOGIC_OP_TYPE, 2, simulateLogicOpType);
362
363
// 4 bits. Set to GE_LOGIC_COPY if not used, which does nothing in the shader generator.
364
id.SetBits(FS_BIT_REPLACE_LOGIC_OP, 4, (int)replaceLogicOpType);
365
366
// If replaceBlend == REPLACE_BLEND_STANDARD (or REPLACE_BLEND_NO) nothing is done, so we kill these bits.
367
if (replaceBlend == REPLACE_BLEND_BLUE_TO_ALPHA) {
368
id.SetBits(FS_BIT_REPLACE_BLEND, 3, replaceBlend);
369
id.SetBits(FS_BIT_BLENDFUNC_A, 4, gstate.getBlendFuncA());
370
} else if (replaceBlend > REPLACE_BLEND_STANDARD) {
371
// 3 bits.
372
id.SetBits(FS_BIT_REPLACE_BLEND, 3, replaceBlend);
373
// 11 bits total.
374
id.SetBits(FS_BIT_BLENDEQ, 3, gstate.getBlendEq());
375
id.SetBits(FS_BIT_BLENDFUNC_A, 4, gstate.getBlendFuncA());
376
id.SetBits(FS_BIT_BLENDFUNC_B, 4, gstate.getBlendFuncB());
377
}
378
id.SetBit(FS_BIT_FLATSHADE, doFlatShading);
379
id.SetBit(FS_BIT_COLOR_WRITEMASK, colorWriteMask);
380
381
// All framebuffers are array textures in Vulkan now.
382
if (gstate_c.textureIsArray && gstate_c.Use(GPU_USE_FRAMEBUFFER_ARRAYS)) {
383
id.SetBit(FS_BIT_SAMPLE_ARRAY_TEXTURE);
384
}
385
386
// Stereo support
387
if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
388
id.SetBit(FS_BIT_STEREO);
389
}
390
391
if (g_Config.bVendorBugChecksEnabled) {
392
if (bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL_ADRENO) || bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL_MALI)) {
393
// On Adreno, the workaround is safe, so we do simple checks.
394
bool stencilWithoutDepth = (!gstate.isDepthTestEnabled() || !gstate.isDepthWriteEnabled()) && !IsStencilTestOutputDisabled();
395
if (stencilWithoutDepth) {
396
id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, stencilWithoutDepth);
397
}
398
}
399
}
400
401
// Forcibly disable NEVER + depth-write on Mali.
402
// TODO: Take this from computed depth test instead of directly from the gstate.
403
// That will take more refactoring though.
404
if (bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL_MALI) &&
405
gstate.getDepthTestFunction() == GE_COMP_NEVER && gstate.isDepthTestEnabled()) {
406
id.SetBit(FS_BIT_DEPTH_TEST_NEVER);
407
}
408
409
// In case the USE flag changes (for example, in multisampling we might disable input attachments),
410
// we don't want to accidentally use the wrong cached shader here. So moved it to a bit.
411
if (FragmentIdNeedsFramebufferRead(id)) {
412
if (gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH)) {
413
id.SetBit(FS_BIT_USE_FRAMEBUFFER_FETCH);
414
}
415
}
416
}
417
418
*id_out = id;
419
}
420
421
std::string GeometryShaderDesc(const GShaderID &id) {
422
std::stringstream desc;
423
desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
424
if (id.Bit(GS_BIT_ENABLED)) desc << "ENABLED ";
425
if (id.Bit(GS_BIT_DO_TEXTURE)) desc << "TEX ";
426
if (id.Bit(GS_BIT_LMODE)) desc << "LM ";
427
return desc.str();
428
}
429
430
void ComputeGeometryShaderID(GShaderID *id_out, const Draw::Bugs &bugs, int prim) {
431
GShaderID id;
432
// Early out.
433
if (!gstate_c.Use(GPU_USE_GS_CULLING)) {
434
*id_out = id;
435
return;
436
}
437
438
bool isModeThrough = gstate.isModeThrough();
439
bool isCurve = gstate_c.submitType != SubmitType::DRAW;
440
bool isTriangle = prim == GE_PRIM_TRIANGLES || prim == GE_PRIM_TRIANGLE_FAN || prim == GE_PRIM_TRIANGLE_STRIP;
441
442
bool vertexRangeCulling = !isCurve;
443
bool clipClampedDepth = gstate_c.Use(GPU_USE_DEPTH_CLAMP) && !gstate_c.Use(GPU_USE_CLIP_DISTANCE);
444
445
// Only use this for triangle primitives, and if we actually need it.
446
if ((!vertexRangeCulling && !clipClampedDepth) || isModeThrough || !isTriangle) {
447
*id_out = id;
448
return;
449
}
450
451
id.SetBit(GS_BIT_ENABLED, true);
452
// Vertex range culling doesn't seem tno happen for spline/bezier, see #11692.
453
id.SetBit(GS_BIT_CURVE, isCurve);
454
455
if (gstate.isModeClear()) {
456
// No attribute bits.
457
} else {
458
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough;
459
460
id.SetBit(GS_BIT_LMODE, lmode);
461
if (gstate.isTextureMapEnabled()) {
462
id.SetBit(GS_BIT_DO_TEXTURE);
463
}
464
}
465
466
*id_out = id;
467
}
468
469