mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
please test for regressions
This commit is contained in:
@ -459,10 +459,10 @@ void PixelShaderCache::Shutdown()
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g_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlphaMode, components);
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GetPixelShaderId(&uid, PSGRenderMode, components);
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// Check if the shader is already set
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if (last_entry)
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@ -470,7 +470,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
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ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, PSGRenderMode, components);
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return (last_entry->shader != NULL);
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}
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}
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@ -486,12 +486,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
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ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, PSGRenderMode, components);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
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const char* code = GeneratePixelShaderCode(PSGRenderMode, API_D3D11, components);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
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@ -509,7 +509,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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@ -23,7 +23,7 @@
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#include <map>
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enum DSTALPHA_MODE;
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enum PSGRENDER_MODE;
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namespace DX11
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{
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@ -34,7 +34,7 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
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static bool SetShader(PSGRENDER_MODE PSGRenderMode, u32 components); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
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@ -249,7 +249,7 @@ void VertexManager::vFlush()
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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if (!PixelShaderCache::SetShader(
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
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useDstAlpha ? PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND : PSGRENDER_NORMAL,
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g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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@ -330,11 +330,11 @@ void PixelShaderCache::Shutdown()
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unique_shaders.clear();
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}
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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{
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlphaMode, components);
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GetPixelShaderId(&uid, PSGRenderMode, components);
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// Check if the shader is already set
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if (last_entry)
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@ -342,7 +342,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
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ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, PSGRenderMode, components);
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return last_entry->shader != NULL;
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}
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}
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@ -359,13 +359,13 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (entry.shader) D3D::SetPixelShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, dstAlphaMode, components);
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ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, PSGRenderMode, components);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(dstAlphaMode, api, components);
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const char *code = GeneratePixelShaderCode(PSGRenderMode, api, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -401,7 +401,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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@ -63,7 +63,7 @@ private:
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public:
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static void Init();
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static void Shutdown();
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets);
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static bool SetShader(PSGRENDER_MODE PSGRenderMode, u32 componets);
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static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
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static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
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static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
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@ -154,7 +154,7 @@ void VertexManager::vFlush()
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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if (!PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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@ -175,8 +175,7 @@ void VertexManager::vFlush()
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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if (useDstAlpha)
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{
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DWORD write = 0;
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if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
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if (!PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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@ -186,6 +185,20 @@ void VertexManager::vFlush()
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Draw(stride);
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g_renderer->RestoreState();
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}
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bool useZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
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if(useZcomploc)
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{
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if (!PixelShaderCache::SetShader(PSGRENDER_ZCOMPLOCK, g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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// update Depth only
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g_renderer->ApplyState(RSM_Zcomploc);
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Draw(stride);
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g_renderer->RestoreState();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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shader_fail:
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@ -181,10 +181,10 @@ void PixelShaderCache::Shutdown()
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PixelShaders.clear();
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}
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FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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FRAGMENTSHADER* PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlphaMode, components);
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GetPixelShaderId(&uid, PSGRenderMode, components);
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// Check if the shader is already set
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if (last_entry)
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@ -192,7 +192,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
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ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, PSGRenderMode, components);
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return &last_entry->shader;
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}
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}
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@ -206,18 +206,18 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
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ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, PSGRenderMode, components);
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return &last_entry->shader;
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}
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// Make an entry in the table
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PSCacheEntry& newentry = PixelShaders[uid];
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last_entry = &newentry;
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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const char *code = GeneratePixelShaderCode(PSGRenderMode, API_OPENGL, components);
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if (g_ActiveConfig.bEnableShaderDebugging && code)
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{
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GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
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GetSafePixelShaderId(&newentry.safe_uid, PSGRenderMode, components);
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newentry.shader.strprog = code;
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}
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@ -74,7 +74,7 @@ public:
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static void Init();
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static void Shutdown();
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static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
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static FRAGMENTSHADER* SetShader(PSGRENDER_MODE PSGRenderMode, u32 components);
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static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
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static GLuint GetColorMatrixProgram();
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@ -196,21 +196,21 @@ void VertexManager::vFlush()
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// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
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// the same pass as regular rendering.
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g_renderer->SetBlendMode(true);
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ps = PixelShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
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ps = PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
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}
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else
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{
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g_renderer->SetBlendMode(true);
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ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
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}
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}
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else
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{
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ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
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}
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#else
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bool dualSourcePossible = false;
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FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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FRAGMENTSHADER* ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
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#endif
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VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
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if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
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@ -221,13 +221,23 @@ void VertexManager::vFlush()
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// run through vertex groups again to set alpha
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if (useDstAlpha && !dualSourcePossible)
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{
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ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
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ps = PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
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if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
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g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
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Draw();
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g_renderer->RestoreState();
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}
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bool useZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
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if (useZcomploc)
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{
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ps = PixelShaderCache::SetShader(PSGRENDER_ZCOMPLOCK,g_nativeVertexFmt->m_components);
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if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
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g_renderer->ApplyState(RSM_Zcomploc);
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Draw();
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g_renderer->RestoreState();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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//s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
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