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GPU/HW: Don't generate always/never-discarding discard shaders
Might fix the PowerVR driver...
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0979149236
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@ -253,9 +253,9 @@ protected:
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/// on a per-pixel basis, and the opaque pixels shouldn't be blended at all.
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bool NeedsTwoPassRendering() const
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{
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return (m_batch.transparency_mode == GPUTransparencyMode::BackgroundMinusForeground &&
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m_batch.texture_mode != GPUTextureMode::Disabled) ||
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(m_batch.transparency_mode != GPUTransparencyMode::Disabled && !m_supports_dual_source_blend);
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return (m_batch.texture_mode != GPUTextureMode::Disabled &&
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(m_batch.transparency_mode == GPUTransparencyMode::BackgroundMinusForeground ||
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(!m_supports_dual_source_blend && m_batch.transparency_mode != GPUTransparencyMode::Disabled)));
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}
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ALWAYS_INLINE bool IsUsingSoftwareRendererForReadbacks() { return static_cast<bool>(m_sw_renderer); }
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@ -927,7 +927,7 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
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color = (float3(icolor) * premultiply_alpha) / float3(255.0, 255.0, 255.0);
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#endif
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#if TRANSPARENCY
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#if TRANSPARENCY && TEXTURED
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// Apply semitransparency. If not a semitransparent texel, destination alpha is ignored.
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if (semitransparent)
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{
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@ -963,6 +963,18 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
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discard;
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#endif
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}
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#elif TRANSPARENCY
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// We shouldn't be rendering opaque geometry only when untextured, so no need to test/discard here.
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#if USE_DUAL_SOURCE
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o_col0 = float4(color, oalpha);
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o_col1 = float4(0.0, 0.0, 0.0, u_dst_alpha_factor / ialpha);
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#else
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o_col0 = float4(color, oalpha);
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#endif
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#if !PGXP_DEPTH
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o_depth = oalpha * v_pos.z;
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#endif
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#else
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// Non-transparency won't enable blending so we can write the mask here regardless.
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o_col0 = float4(color, oalpha);
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@ -1,4 +1,4 @@
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#pragma once
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#include "types.h"
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static constexpr u32 SHADER_CACHE_VERSION = 4;
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static constexpr u32 SHADER_CACHE_VERSION = 5;
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