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ShaderCache: Don't create invalid logic op pipelines
uint_output will never be set unless logic ops are enabled. Also clears the bits so we're not compiling unused pixel shaders on the other backends.
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@ -970,6 +970,12 @@ void ShaderCache::QueueUberShaderPipelines()
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static_cast<PrimitiveType>(gs_uid.GetUidData()->primitive_type));
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config.depth_state = RenderState::GetNoDepthTestingDepthState();
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config.blending_state = RenderState::GetNoBlendingBlendState();
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if (ps_uid.GetUidData()->uint_output)
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{
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// uint_output is only ever enabled when logic ops are enabled.
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config.blending_state.logicopenable = true;
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config.blending_state.logicmode = BlendMode::AND;
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}
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auto iter = m_gx_uber_pipeline_cache.find(config);
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if (iter != m_gx_uber_pipeline_cache.end())
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@ -986,13 +992,15 @@ void ShaderCache::QueueUberShaderPipelines()
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if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
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return;
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UberShader::PixelShaderUid cleared_puid = puid;
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UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &cleared_puid);
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EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
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if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens ||
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(!guid.GetUidData()->IsPassthrough() && !m_host_config.backend_geometry_shaders))
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{
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return;
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}
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QueueDummyPipeline(vuid, guid, puid);
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QueueDummyPipeline(vuid, guid, cleared_puid);
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});
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});
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});
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