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Add FaceAttr in GLSL, unmanaged case in EmitTex and ConstantColorG80 blend factor (#207)
* Add FaceAttr (0x3fc) input attribute in GLSL * Implement unmanaged case in EmitTex * Add ConstantColor for 0xC001 (G80) from PR #145
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741773910d
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5 changed files with 46 additions and 16 deletions
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@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gal
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ConstantColor = 0x61,
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ConstantColor = 0x61,
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OneMinusConstantColor = 0x62,
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OneMinusConstantColor = 0x62,
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ConstantAlpha = 0x63,
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ConstantAlpha = 0x63,
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OneMinusConstantAlpha = 0x64
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OneMinusConstantAlpha = 0x64,
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ConstantColorG80 = 0xc001
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}
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}
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}
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}
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@ -187,7 +187,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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case GalBlendFactor.OneMinusSrcAlpha: return BlendingFactor.OneMinusSrcAlpha;
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case GalBlendFactor.OneMinusSrcAlpha: return BlendingFactor.OneMinusSrcAlpha;
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case GalBlendFactor.DstAlpha: return BlendingFactor.DstAlpha;
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case GalBlendFactor.DstAlpha: return BlendingFactor.DstAlpha;
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case GalBlendFactor.OneMinusDstAlpha: return BlendingFactor.OneMinusDstAlpha;
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case GalBlendFactor.OneMinusDstAlpha: return BlendingFactor.OneMinusDstAlpha;
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case GalBlendFactor.ConstantColor: return BlendingFactor.ConstantColor;
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case GalBlendFactor.OneMinusConstantColor: return BlendingFactor.OneMinusConstantColor;
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case GalBlendFactor.OneMinusConstantColor: return BlendingFactor.OneMinusConstantColor;
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case GalBlendFactor.ConstantAlpha: return BlendingFactor.ConstantAlpha;
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case GalBlendFactor.ConstantAlpha: return BlendingFactor.ConstantAlpha;
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case GalBlendFactor.OneMinusConstantAlpha: return BlendingFactor.OneMinusConstantAlpha;
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case GalBlendFactor.OneMinusConstantAlpha: return BlendingFactor.OneMinusConstantAlpha;
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@ -196,6 +195,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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case GalBlendFactor.OneMinusSrc1Color: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Color;
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case GalBlendFactor.OneMinusSrc1Color: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Color;
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case GalBlendFactor.Src1Alpha: return BlendingFactor.Src1Alpha;
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case GalBlendFactor.Src1Alpha: return BlendingFactor.Src1Alpha;
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case GalBlendFactor.OneMinusSrc1Alpha: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Alpha;
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case GalBlendFactor.OneMinusSrc1Alpha: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Alpha;
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case GalBlendFactor.ConstantColor:
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case GalBlendFactor.ConstantColorG80:
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return BlendingFactor.ConstantColor;
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}
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}
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throw new ArgumentException(nameof(BlendFactor));
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throw new ArgumentException(nameof(BlendFactor));
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@ -9,6 +9,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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public const int TessCoordAttrZ = 0x2f8;
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public const int TessCoordAttrZ = 0x2f8;
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public const int InstanceIdAttr = 0x2f8;
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public const int InstanceIdAttr = 0x2f8;
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public const int VertexIdAttr = 0x2fc;
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public const int VertexIdAttr = 0x2fc;
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public const int FaceAttr = 0x3fc;
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public const int GlPositionWAttr = 0x7c;
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public const int GlPositionWAttr = 0x7c;
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public const int MaxUboSize = 1024;
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public const int MaxUboSize = 1024;
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@ -208,7 +209,8 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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{
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//This is a built-in input variable.
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//This is a built-in input variable.
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if (Abuf.Offs == VertexIdAttr ||
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if (Abuf.Offs == VertexIdAttr ||
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Abuf.Offs == InstanceIdAttr)
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Abuf.Offs == InstanceIdAttr ||
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Abuf.Offs == FaceAttr)
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{
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{
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break;
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break;
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}
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}
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@ -658,6 +658,14 @@ namespace Ryujinx.Graphics.Gal.Shader
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case GlslDecl.TessCoordAttrZ: return "gl_TessCoord.z";
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case GlslDecl.TessCoordAttrZ: return "gl_TessCoord.z";
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}
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}
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}
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}
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else if (Decl.ShaderType == GalShaderType.Fragment)
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{
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switch (Abuf.Offs)
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{
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//Note: It's a guess that Maxwell's face is 1 when gl_FrontFacing == true
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case GlslDecl.FaceAttr: return "(gl_FrontFacing ? 1 : 0)";
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}
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}
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return GetAttrTempName(Abuf);
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return GetAttrTempName(Abuf);
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}
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}
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@ -1084,7 +1092,8 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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{
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case ShaderIrOperAbuf Abuf:
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case ShaderIrOperAbuf Abuf:
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return Abuf.Offs == GlslDecl.VertexIdAttr ||
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return Abuf.Offs == GlslDecl.VertexIdAttr ||
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Abuf.Offs == GlslDecl.InstanceIdAttr
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Abuf.Offs == GlslDecl.InstanceIdAttr ||
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Abuf.Offs == GlslDecl.FaceAttr
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? OperType.I32
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? OperType.I32
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: OperType.F32;
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: OperType.F32;
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@ -8,6 +8,29 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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{
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private const int TempRegStart = 0x100;
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private const int TempRegStart = 0x100;
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private const int ____ = 0x0;
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private const int R___ = 0x1;
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private const int _G__ = 0x2;
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private const int RG__ = 0x3;
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private const int __B_ = 0x4;
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private const int RGB_ = 0x7;
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private const int ___A = 0x8;
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private const int R__A = 0x9;
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private const int _G_A = 0xa;
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private const int RG_A = 0xb;
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private const int __BA = 0xc;
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private const int R_BA = 0xd;
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private const int _GBA = 0xe;
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private const int RGBA = 0xf;
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private static int[,] MaskLut = new int[,]
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{
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{ ____, ____, ____, ____, ____, ____, ____, ____ },
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{ R___, _G__, __B_, ___A, RG__, ____, ____, ____ },
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{ R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
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{ RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
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};
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public static void Ld_A(ShaderIrBlock Block, long OpCode)
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public static void Ld_A(ShaderIrBlock Block, long OpCode)
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{
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{
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ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
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ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
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@ -167,20 +190,12 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderIrNode OperB = GetOperGpr20 (OpCode);
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ShaderIrNode OperB = GetOperGpr20 (OpCode);
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ShaderIrNode OperC = GetOperImm13_36(OpCode);
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ShaderIrNode OperC = GetOperImm13_36(OpCode);
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bool TwoDests = GetOperGpr28(OpCode).Index != ShaderIrOperGpr.ZRIndex;
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int LutIndex;
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int ChMask;
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LutIndex = GetOperGpr0(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 1 : 0;
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LutIndex |= GetOperGpr28(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 2 : 0;
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switch ((OpCode >> 50) & 7)
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int ChMask = MaskLut[LutIndex, (OpCode >> 50) & 7];
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{
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case 0: ChMask = TwoDests ? 0x7 : 0x1; break;
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case 1: ChMask = TwoDests ? 0xb : 0x2; break;
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case 2: ChMask = TwoDests ? 0xd : 0x4; break;
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case 3: ChMask = TwoDests ? 0xe : 0x8; break;
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case 4: ChMask = TwoDests ? 0xf : 0x3; break;
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default: throw new InvalidOperationException();
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}
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for (int Ch = 0; Ch < 4; Ch++)
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for (int Ch = 0; Ch < 4; Ch++)
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{
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{
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