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VideoCommon: Always use fbfetch in ubershaders if available
Reduce the number of different pipelines needed. Also works around drivers that break when you combine fbfetch with dual source blending
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@ -743,9 +743,17 @@ static GXUberPipelineUid ApplyDriverBugs(const GXUberPipelineUid& in)
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{
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GXUberPipelineUid out;
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memcpy(&out, &in, sizeof(out)); // Copy padding
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if (!g_ActiveConfig.backend_info.bSupportsDualSourceBlend ||
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(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) &&
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!out.blending_state.RequiresDualSrc()))
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if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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// Always blend in shader
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out.blending_state.hex = 0;
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out.blending_state.colorupdate = in.blending_state.colorupdate.Value();
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out.blending_state.alphaupdate = in.blending_state.alphaupdate.Value();
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out.ps_uid.GetUidData()->no_dual_src = true;
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}
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else if (!g_ActiveConfig.backend_info.bSupportsDualSourceBlend ||
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(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) &&
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!out.blending_state.RequiresDualSrc()))
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{
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out.blending_state.usedualsrc = false;
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out.ps_uid.GetUidData()->no_dual_src = true;
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