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OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
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@ -10,6 +10,7 @@
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#include <xlocale.h>
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#endif
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/LightingShaderGen.h"
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@ -264,6 +265,16 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"\tfloat4 " I_DEPTHPARAMS";\n"
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"};\n");
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}
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if (g_ActiveConfig.backend_info.bSupportsBBox)
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{
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out.Write(
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"layout(std140, binding = 3) buffer BBox {\n"
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"\tint4 bbox_data;\n"
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"};\n"
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);
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}
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const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z);
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@ -551,6 +562,17 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("\tocol0.a = float(" I_ALPHA".a) / 255.0;\n");
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}
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if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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{
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uid_data->bounding_box = true;
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out.Write(
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"\tif(bbox_data.x > int(gl_FragCoord.x)) atomicMin(bbox_data.x, int(gl_FragCoord.x));\n"
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"\tif(bbox_data.y < int(gl_FragCoord.x)) atomicMax(bbox_data.y, int(gl_FragCoord.x));\n"
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"\tif(bbox_data.z > int(gl_FragCoord.y)) atomicMin(bbox_data.z, int(gl_FragCoord.y));\n"
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"\tif(bbox_data.w < int(gl_FragCoord.y)) atomicMax(bbox_data.w, int(gl_FragCoord.y));\n"
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);
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}
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out.Write("}\n");
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if (is_writing_shadercode)
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