mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Merge pull request #16763 from hrydgard/texalpha-shaderflag
Shader generator: Move FS_TEX_ALPHA to a uniform bool.
This commit is contained in:
commit
bef50f9fdd
13 changed files with 71 additions and 85 deletions
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@ -1327,7 +1327,7 @@ bool PPGeImage::Load() {
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unsigned char *textureData;
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int success;
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if (filename_.empty()) {
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success = pngLoadPtr(Memory::GetPointerRange(png_, size_), size_, &width_, &height_, &textureData);
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success = pngLoadPtr(Memory::GetPointerRange(png_, (u32)size_), size_, &width_, &height_, &textureData);
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} else {
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std::vector<u8> pngData;
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if (pspFileSystem.ReadEntireFile(filename_, pngData) < 0) {
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@ -105,7 +105,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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bool colorTestAgainstZero = id.Bit(FS_BIT_COLOR_AGAINST_ZERO);
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bool enableColorDoubling = id.Bit(FS_BIT_COLOR_DOUBLE);
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bool doTextureProjection = id.Bit(FS_BIT_DO_TEXTURE_PROJ);
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bool doTextureAlpha = id.Bit(FS_BIT_TEXALPHA);
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if (texture3D && arrayTexture) {
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*errorString = "Invalid combination of 3D texture and array texture, shouldn't happen";
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@ -257,8 +256,11 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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if (stencilToAlpha && replaceAlphaWithStencilType == STENCIL_VALUE_UNIFORM) {
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WRITE(p, "float u_stencilReplaceValue : register(c%i);\n", CONST_PS_STENCILREPLACE);
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}
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if (doTexture && texFunc == GE_TEXFUNC_BLEND) {
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WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV);
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if (doTexture) {
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if (texFunc == GE_TEXFUNC_BLEND) {
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WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV);
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}
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WRITE(p, "float u_texNoAlpha : register(c%i);\n", CONST_PS_TEX_NO_ALPHA);
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}
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WRITE(p, "float3 u_fogcolor : register(c%i);\n", CONST_PS_FOGCOLOR);
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if (texture3D) {
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@ -351,6 +353,8 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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} else {
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WRITE(p, "uniform sampler2D tex;\n");
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}
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*uniformMask |= DIRTY_TEXALPHA;
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WRITE(p, "uniform float u_texNoAlpha;\n");
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}
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if (readFramebufferTex) {
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@ -817,64 +821,38 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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break;
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}
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if (texFunc != GE_TEXFUNC_REPLACE || !doTextureAlpha)
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WRITE(p, " vec4 p = v_color0;\n");
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WRITE(p, " vec4 p = v_color0;\n");
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if (doTextureAlpha) { // texfmt == RGBA
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switch (texFunc) {
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case GE_TEXFUNC_MODULATE:
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WRITE(p, " vec4 v = p * t + s\n;");
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break;
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case GE_TEXFUNC_DECAL:
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WRITE(p, " vec4 v = vec4(mix(p.rgb, t.rgb, t.a), p.a) + s;\n");
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break;
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case GE_TEXFUNC_BLEND:
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WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a) + s;\n");
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break;
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case GE_TEXFUNC_REPLACE:
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WRITE(p, " vec4 v = t + s;\n");
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break;
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case GE_TEXFUNC_ADD:
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case GE_TEXFUNC_UNKNOWN1:
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case GE_TEXFUNC_UNKNOWN2:
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case GE_TEXFUNC_UNKNOWN3:
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WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a * t.a) + s;\n");
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break;
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default:
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WRITE(p, " vec4 v = p;\n"); break;
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}
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} else { // texfmt == RGB
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switch (texFunc) {
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case GE_TEXFUNC_MODULATE:
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WRITE(p, " vec4 v = vec4(t.rgb * p.rgb, p.a) + s;\n");
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break;
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case GE_TEXFUNC_DECAL:
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WRITE(p, " vec4 v = vec4(t.rgb, p.a) + s;\n");
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break;
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case GE_TEXFUNC_BLEND:
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WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a) + s;\n");
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break;
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case GE_TEXFUNC_REPLACE:
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WRITE(p, " vec4 v = vec4(t.rgb, p.a) + s;\n");
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break;
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case GE_TEXFUNC_ADD:
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case GE_TEXFUNC_UNKNOWN1:
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case GE_TEXFUNC_UNKNOWN2:
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case GE_TEXFUNC_UNKNOWN3:
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WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a) + s;\n"); break;
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default:
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WRITE(p, " vec4 v = p;\n"); break;
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}
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if (texFunc != GE_TEXFUNC_REPLACE) {
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WRITE(p, " t.a = max(t.a, u_texNoAlpha);\n");
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}
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switch (texFunc) {
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case GE_TEXFUNC_MODULATE:
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WRITE(p, " vec4 v = p * t + s;\n");
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break;
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case GE_TEXFUNC_DECAL:
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WRITE(p, " vec4 v = vec4(mix(p.rgb, t.rgb, t.a), p.a) + s;\n");
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break;
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case GE_TEXFUNC_BLEND:
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WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a) + s;\n");
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break;
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case GE_TEXFUNC_REPLACE:
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WRITE(p, " vec4 r = t;\n");
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WRITE(p, " r.a = mix(r.a, p.a, u_texNoAlpha);\n");
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WRITE(p, " vec4 v = r + s;\n");
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break;
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case GE_TEXFUNC_ADD:
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case GE_TEXFUNC_UNKNOWN1:
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case GE_TEXFUNC_UNKNOWN2:
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case GE_TEXFUNC_UNKNOWN3:
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WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a * t.a) + s;\n");
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break;
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default:
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// Doesn't happen
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WRITE(p, " vec4 v = p + s;\n"); break;
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break;
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}
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if (enableColorDoubling) {
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// This happens before fog is applied.
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WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
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@ -23,7 +23,7 @@
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struct FShaderID;
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// D3D9 constants
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// D3D9 float constants
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#define CONST_PS_TEXENV 0
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#define CONST_PS_ALPHACOLORREF 1
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@ -36,9 +36,13 @@ struct FShaderID;
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#define CONST_PS_TEXCLAMP 8
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#define CONST_PS_TEXCLAMPOFF 9
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#define CONST_PS_MIPBIAS 10
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#define CONST_PS_TEX_NO_ALPHA 11
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// For stencil upload
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#define CONST_PS_STENCILVALUE 11
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#define BCONST_PS_STENCILVALUE 12
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// D3D9 bool constants, they have their own register space.
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// Can technically be deduced from the fragment shader ID, but this is safer.
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enum class FragmentShaderFlags : u32 {
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@ -90,11 +90,11 @@ enum : uint64_t {
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DIRTY_MIPBIAS = 1ULL << 37,
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DIRTY_LIGHT_CONTROL = 1ULL << 38,
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// space for 1 more uniform dirty flags. Remember to update DIRTY_ALL_UNIFORMS.
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DIRTY_TEXALPHA = 1ULL << 39,
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DIRTY_BONE_UNIFORMS = 0xFF000000ULL,
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DIRTY_ALL_UNIFORMS = 0x7FFFFFFFFFULL,
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DIRTY_ALL_UNIFORMS = 0xFFFFFFFFFFULL,
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DIRTY_ALL_LIGHTS = DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3,
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// Other dirty elements that aren't uniforms!
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@ -192,7 +192,6 @@ std::string FragmentShaderDesc(const FShaderID &id) {
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if (id.Bit(FS_BIT_CLEARMODE)) desc << "Clear ";
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if (id.Bit(FS_BIT_DO_TEXTURE)) desc << (id.Bit(FS_BIT_3D_TEXTURE) ? "Tex3D " : "Tex ");
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if (id.Bit(FS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
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if (id.Bit(FS_BIT_TEXALPHA)) desc << "TexAlpha ";
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if (id.Bit(FS_BIT_TEXTURE_AT_OFFSET)) desc << "TexOffs ";
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if (id.Bit(FS_BIT_COLOR_DOUBLE)) desc << "2x ";
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if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat ";
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@ -291,7 +290,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
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bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
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bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix, gstate.getUVProjMode()));
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bool doTextureAlpha = gstate.isTextureAlphaUsed();
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bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
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ShaderDepalMode shaderDepalMode = gstate_c.shaderDepalMode;
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@ -303,16 +301,9 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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SimulateLogicOpType simulateLogicOpType = pipelineState.blendState.simulateLogicOpType;
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ReplaceAlphaType stencilToAlpha = pipelineState.blendState.replaceAlphaWithStencil;
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// All texfuncs except replace are the same for RGB as for RGBA with full alpha.
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// Note that checking this means that we must dirty the fragment shader ID whenever textureFullAlpha changes.
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if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE) {
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doTextureAlpha = false;
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}
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if (gstate.isTextureMapEnabled()) {
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id.SetBit(FS_BIT_DO_TEXTURE);
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id.SetBits(FS_BIT_TEXFUNC, 3, gstate.getTextureFunction());
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id.SetBit(FS_BIT_TEXALPHA, doTextureAlpha & 1); // rgb or rgba
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if (gstate_c.needShaderTexClamp) {
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bool textureAtOffset = gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0;
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// 4 bits total.
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@ -6,9 +6,8 @@
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#include "Common/CommonFuncs.h"
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// TODO: There will be additional bits, indicating that groups of these will be
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// sent to the shader and processed there. This will cut down the number of shaders ("ubershader approach")
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// This is probably only really worth doing for lighting and bones.
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// VS_BIT_LIGHT_UBERSHADER indicates that some groups of these will be
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// sent to the shader and processed there. This cuts down the number of shaders ("ubershader approach").
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enum VShaderBit : uint8_t {
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VS_BIT_LMODE = 0,
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VS_BIT_IS_THROUGH = 1,
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@ -68,7 +67,7 @@ enum FShaderBit : uint8_t {
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FS_BIT_CLEARMODE = 0,
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FS_BIT_DO_TEXTURE = 1,
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FS_BIT_TEXFUNC = 2, // 3 bits
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FS_BIT_TEXALPHA = 5,
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// 1 bit free at position 5
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FS_BIT_3D_TEXTURE = 6,
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FS_BIT_SHADER_TEX_CLAMP = 7,
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FS_BIT_CLAMP_S = 8,
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@ -198,8 +198,12 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
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}
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}
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if (dirtyUniforms & DIRTY_TEXALPHA) {
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ub->texNoAlpha = gstate.isTextureAlphaUsed() ? 0.0f : 1.0f;
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}
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if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
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ub->stencil = (float)gstate.getStencilTestRef() * (1.0 / 255.0);
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ub->stencilReplaceValue = (float)gstate.getStencilTestRef() * (1.0 / 255.0);
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}
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// Note - this one is not in lighting but in transformCommon as it has uses beyond lighting
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@ -9,7 +9,7 @@
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enum : uint64_t {
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DIRTY_BASE_UNIFORMS =
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DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
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DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEFENABLE | DIRTY_TEXENV | DIRTY_STENCILREPLACEVALUE |
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DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEFENABLE | DIRTY_TEXENV | DIRTY_TEXALPHA | DIRTY_STENCILREPLACEVALUE |
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DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_COLORWRITEMASK | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA |
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DIRTY_BEZIERSPLINE | DIRTY_DEPAL,
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DIRTY_LIGHT_UNIFORMS =
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@ -17,7 +17,7 @@ enum : uint64_t {
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DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
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};
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// Currently 448 bytes.
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// Currently 496 bytes.
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// Every line here is a 4-float.
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struct alignas(16) UB_VS_FS_Base {
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float proj[16];
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@ -35,10 +35,11 @@ struct alignas(16) UB_VS_FS_Base {
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// Fragment data
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float fogColor[3]; uint32_t alphaColorRef;
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float texEnvColor[3]; uint32_t colorTestMask;
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float blendFixA[3]; float stencil;
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float blendFixA[3]; float stencilReplaceValue;
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float blendFixB[3]; float rotation;
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float texClamp[4];
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float texClampOffset[2]; float fogCoef[2];
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float texNoAlpha; float pad[3];
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// VR stuff is to go here, later. For normal drawing, we can then get away
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// with just uploading the first 448 bytes of the struct (up to and including fogCoef).
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};
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@ -65,6 +66,7 @@ R"( mat4 u_proj;
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vec4 u_texclamp;
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vec2 u_texclampoff;
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vec2 u_fogcoef;
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float u_texNoAlpha; float pad0; float pad1; float pad2;
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)";
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// 512 bytes. Would like to shrink more. Some colors only have 8-bit precision and we expand
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@ -261,7 +261,7 @@ static void ConvertProjMatrixToD3DThrough(Matrix4x4 &in) {
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in.translateAndScale(Vec3(xoff, yoff, 0.5f), Vec3(1.0f, 1.0f, 0.5f));
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}
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const uint64_t psUniforms = DIRTY_TEXENV | DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FOGCOLOR | DIRTY_STENCILREPLACEVALUE | DIRTY_SHADERBLEND | DIRTY_TEXCLAMP | DIRTY_MIPBIAS;
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const uint64_t psUniforms = DIRTY_TEXENV | DIRTY_TEXALPHA | DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FOGCOLOR | DIRTY_STENCILREPLACEVALUE | DIRTY_SHADERBLEND | DIRTY_TEXCLAMP | DIRTY_MIPBIAS;
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void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) {
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if (dirtyUniforms & DIRTY_TEXENV) {
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@ -279,7 +279,10 @@ void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) {
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if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
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PSSetFloat(CONST_PS_STENCILREPLACE, (float)gstate.getStencilTestRef() * (1.0f / 255.0f));
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}
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if (dirtyUniforms & DIRTY_TEXALPHA) {
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// NOTE: Reversed value, more efficient in shader.
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PSSetFloat(CONST_PS_TEX_NO_ALPHA, gstate.isTextureAlphaUsed() ? 0.0f : 1.0f);
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}
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if (dirtyUniforms & DIRTY_SHADERBLEND) {
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PSSetColorUniform3(CONST_PS_BLENDFIXA, gstate.getFixA());
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PSSetColorUniform3(CONST_PS_BLENDFIXB, gstate.getFixB());
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@ -152,6 +152,7 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
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queries.push_back({ &u_uvscaleoffset, "u_uvscaleoffset" });
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queries.push_back({ &u_texclamp, "u_texclamp" });
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queries.push_back({ &u_texclampoff, "u_texclampoff" });
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queries.push_back({ &u_texNoAlpha, "u_texNoAlpha" });
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queries.push_back({ &u_lightControl, "u_lightControl" });
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for (int i = 0; i < 4; i++) {
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@ -440,6 +441,9 @@ void LinkedShader::UpdateUniforms(const ShaderID &vsid, bool useBufferedRenderin
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if (dirty & DIRTY_TEXENV) {
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SetColorUniform3(render_, &u_texenv, gstate.texenvcolor);
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}
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if (dirty & DIRTY_TEXALPHA) {
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render_->SetUniformF1(&u_texNoAlpha, gstate.isTextureAlphaUsed() ? 0.0f : 1.0f);
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}
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if (dirty & DIRTY_ALPHACOLORREF) {
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if (shaderLanguage.bitwiseOps) {
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render_->SetUniformUI1(&u_alphacolorref, gstate.getColorTestRef() | ((gstate.getAlphaTestRef() & gstate.getAlphaTestMask()) << 24));
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@ -945,7 +949,7 @@ enum class CacheDetectFlags {
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};
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#define CACHE_HEADER_MAGIC 0x83277592
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#define CACHE_VERSION 21
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#define CACHE_VERSION 22
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struct CacheHeader {
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uint32_t magic;
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uint32_t version;
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@ -101,6 +101,7 @@ public:
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int u_uvscaleoffset;
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int u_texclamp;
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int u_texclampoff;
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int u_texNoAlpha;
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// Lighting
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int u_lightControl;
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@ -94,7 +94,7 @@ const CommonCommandTableEntry commonCommandTable[] = {
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{ GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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// Raster state for Direct3D 9, uncommon.
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{ GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE },
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{ GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEXALPHA },
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{ GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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||||
{ GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
|
||||
{ GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
|
||||
|
|
|
@ -516,7 +516,7 @@ enum class VulkanCacheDetectFlags {
|
|||
};
|
||||
|
||||
#define CACHE_HEADER_MAGIC 0xff51f420
|
||||
#define CACHE_VERSION 35
|
||||
#define CACHE_VERSION 36
|
||||
struct VulkanCacheHeader {
|
||||
uint32_t magic;
|
||||
uint32_t version;
|
||||
|
|
Loading…
Add table
Reference in a new issue