#include #include #include "Common/GPU/thin3d.h" #include "Common/StringUtils.h" #include "Core/System.h" #include "Core/Config.h" #include "GPU/ge_constants.h" #include "GPU/GPU.h" #include "GPU/GPUState.h" #include "GPU/Common/GPUStateUtils.h" #include "GPU/Common/ShaderId.h" #include "GPU/Common/VertexDecoderCommon.h" std::string VertexShaderDesc(const VShaderID &id) { std::stringstream desc; desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]); if (id.Bit(VS_BIT_IS_THROUGH)) desc << "THR "; if (id.Bit(VS_BIT_USE_HW_TRANSFORM)) desc << "HWX "; if (id.Bit(VS_BIT_HAS_COLOR)) desc << "C "; if (id.Bit(VS_BIT_HAS_TEXCOORD)) desc << "T "; if (id.Bit(VS_BIT_HAS_NORMAL)) desc << "N "; if (id.Bit(VS_BIT_LMODE)) desc << "LM "; if (id.Bit(VS_BIT_NORM_REVERSE)) desc << "RevN "; if (id.Bit(VS_BIT_DO_TEXTURE)) desc << "Tex "; int uvgMode = id.Bits(VS_BIT_UVGEN_MODE, 2); if (uvgMode == GE_TEXMAP_TEXTURE_MATRIX) { int uvprojMode = id.Bits(VS_BIT_UVPROJ_MODE, 2); const char *uvprojModes[4] = { "TexProjPos ", "TexProjUV ", "TexProjNNrm ", "TexProjNrm " }; desc << uvprojModes[uvprojMode]; } const char *uvgModes[4] = { "UV ", "UVMtx ", "UVEnv ", "UVUnk " }; int ls0 = id.Bits(VS_BIT_LS0, 2); int ls1 = id.Bits(VS_BIT_LS1, 2); if (uvgMode) desc << uvgModes[uvgMode]; if (id.Bit(VS_BIT_ENABLE_BONES)) desc << "Bones:" << (id.Bits(VS_BIT_BONES, 3) + 1) << " "; // Lights if (id.Bit(VS_BIT_LIGHTING_ENABLE)) { desc << "Light: "; } if (id.Bit(VS_BIT_LIGHT_UBERSHADER)) { desc << "LightUberShader "; } for (int i = 0; i < 4; i++) { bool enabled = id.Bit(VS_BIT_LIGHT0_ENABLE + i) && id.Bit(VS_BIT_LIGHTING_ENABLE); if (enabled || (uvgMode == GE_TEXMAP_ENVIRONMENT_MAP && (ls0 == i || ls1 == i))) { desc << i << ": "; desc << "c:" << id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2) << " t:" << id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2) << " "; } } if (id.Bits(VS_BIT_MATERIAL_UPDATE, 3)) desc << "MatUp:" << id.Bits(VS_BIT_MATERIAL_UPDATE, 3) << " "; if (id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2)) desc << "WScale " << id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2) << " "; if (id.Bit(VS_BIT_FLATSHADE)) desc << "Flat "; if (id.Bit(VS_BIT_BEZIER)) desc << "Bezier "; if (id.Bit(VS_BIT_SPLINE)) desc << "Spline "; if (id.Bit(VS_BIT_HAS_COLOR_TESS)) desc << "TessC "; if (id.Bit(VS_BIT_HAS_TEXCOORD_TESS)) desc << "TessT "; if (id.Bit(VS_BIT_HAS_NORMAL_TESS)) desc << "TessN "; if (id.Bit(VS_BIT_NORM_REVERSE_TESS)) desc << "TessRevN "; if (id.Bit(VS_BIT_VERTEX_RANGE_CULLING)) desc << "Cull "; if (id.Bit(VS_BIT_SIMPLE_STEREO)) desc << "SimpleStereo "; return desc.str(); } void ComputeVertexShaderID(VShaderID *id_out, VertexDecoder *vertexDecoder, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) { u32 vertType = vertexDecoder->VertexType(); bool isModeThrough = (vertType & GE_VTYPE_THROUGH) != 0; bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear(); bool doShadeMapping = doTexture && (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP); bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT && !gstate.isModeClear(); bool vtypeHasColor = (vertType & GE_VTYPE_COL_MASK) != 0; bool vtypeHasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0; bool vtypeHasTexcoord = (vertType & GE_VTYPE_TC_MASK) != 0; bool doBezier = gstate_c.submitType == SubmitType::HW_BEZIER; bool doSpline = gstate_c.submitType == SubmitType::HW_SPLINE; if (doBezier || doSpline) { _assert_(vtypeHasNormal); } bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough && !gstate.isModeClear(); bool vertexRangeCulling = gstate_c.Use(GPU_USE_VS_RANGE_CULLING) && !isModeThrough && gstate_c.submitType == SubmitType::DRAW; // neither hw nor sw spline/bezier. See #11692 VShaderID id; id.SetBit(VS_BIT_IS_THROUGH, isModeThrough); id.SetBit(VS_BIT_HAS_COLOR, vtypeHasColor); id.SetBit(VS_BIT_VERTEX_RANGE_CULLING, vertexRangeCulling); if (!isModeThrough && gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) { id.SetBit(VS_BIT_SIMPLE_STEREO); } if (doTexture) { id.SetBit(VS_BIT_DO_TEXTURE); // UV generation mode. doShadeMapping is implicitly stored here. id.SetBits(VS_BIT_UVGEN_MODE, 2, gstate.getUVGenMode()); } if (useHWTransform) { id.SetBit(VS_BIT_USE_HW_TRANSFORM); id.SetBit(VS_BIT_HAS_NORMAL, vtypeHasNormal); // The next bits are used differently depending on UVgen mode if (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX) { id.SetBits(VS_BIT_UVPROJ_MODE, 2, gstate.getUVProjMode()); } else if (doShadeMapping) { id.SetBits(VS_BIT_LS0, 2, gstate.getUVLS0()); id.SetBits(VS_BIT_LS1, 2, gstate.getUVLS1()); } // Bones. u32 vertType = vertexDecoder->VertexType(); bool enableBones = !useSkinInDecode && vertTypeIsSkinningEnabled(vertType); id.SetBit(VS_BIT_ENABLE_BONES, enableBones); if (enableBones) { id.SetBits(VS_BIT_BONES, 3, TranslateNumBones(vertTypeGetNumBoneWeights(vertType)) - 1); // 2 bits. We should probably send in the weight scalefactor as a uniform instead, // or simply preconvert all weights to floats. id.SetBits(VS_BIT_WEIGHT_FMTSCALE, 2, weightsAsFloat ? 0 : (vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT); } if (gstate.isLightingEnabled()) { // doShadeMapping is stored as UVGenMode, and light type doesn't matter for shade mapping. id.SetBit(VS_BIT_LIGHTING_ENABLE); if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) { lmode = false; // handled dynamically. id.SetBit(VS_BIT_LIGHT_UBERSHADER); } else { id.SetBits(VS_BIT_MATERIAL_UPDATE, 3, gstate.getMaterialUpdate()); // Light bits for (int i = 0; i < 4; i++) { bool chanEnabled = gstate.isLightChanEnabled(i) != 0; id.SetBit(VS_BIT_LIGHT0_ENABLE + i, chanEnabled); if (chanEnabled) { id.SetBits(VS_BIT_LIGHT0_COMP + 4 * i, 2, gstate.getLightComputation(i)); id.SetBits(VS_BIT_LIGHT0_TYPE + 4 * i, 2, gstate.getLightType(i)); } } } } id.SetBit(VS_BIT_NORM_REVERSE, gstate.areNormalsReversed()); id.SetBit(VS_BIT_HAS_TEXCOORD, vtypeHasTexcoord); if (useHWTessellation) { id.SetBit(VS_BIT_BEZIER, doBezier); id.SetBit(VS_BIT_SPLINE, doSpline); if (doBezier || doSpline) { // These are the original vertType's values (normalized will always have colors, etc.) id.SetBit(VS_BIT_HAS_COLOR_TESS, (gstate.vertType & GE_VTYPE_COL_MASK) != 0); id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, (gstate.vertType & GE_VTYPE_TC_MASK) != 0); id.SetBit(VS_BIT_HAS_NORMAL_TESS, (gstate.vertType & GE_VTYPE_NRM_MASK) != 0 || gstate.isLightingEnabled()); } id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed()); } } id.SetBit(VS_BIT_LMODE, lmode); id.SetBit(VS_BIT_FLATSHADE, doFlatShading); // These two bits cannot be combined, otherwise havoc occurs. We get reports that indicate this happened somehow... "ERROR: 0:14: 'u_proj' : undeclared identifier" _dbg_assert_msg_(!id.Bit(VS_BIT_USE_HW_TRANSFORM) || !id.Bit(VS_BIT_IS_THROUGH), "Can't have both THROUGH and USE_HW_TRANSFORM together!"); *id_out = id; } static const char * const alphaTestFuncs[] = { "NEVER", "ALWAYS", "==", "!=", "<", "<=", ">", ">=" }; static const char * const logicFuncs[] = { "CLEAR", "AND", "AND_REV", "COPY", "AND_INV", "NOOP", "XOR", "OR", "NOR", "EQUIV", "INVERTED", "OR_REV", "COPY_INV", "OR_INV", "NAND", "SET", }; static bool MatrixNeedsProjection(const float m[12], GETexProjMapMode mode) { // For GE_PROJMAP_UV, we can ignore m[8] since it multiplies to zero. return m[2] != 0.0f || m[5] != 0.0f || (m[8] != 0.0f && mode != GE_PROJMAP_UV) || m[11] != 1.0f; } std::string FragmentShaderDesc(const FShaderID &id) { std::stringstream desc; desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]); if (id.Bit(FS_BIT_CLEARMODE)) desc << "Clear "; if (id.Bit(FS_BIT_DO_TEXTURE)) desc << (id.Bit(FS_BIT_3D_TEXTURE) ? "Tex3D " : "Tex "); if (id.Bit(FS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj "; if (id.Bit(FS_BIT_TEXTURE_AT_OFFSET)) desc << "TexOffs "; if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat "; if (id.Bit(FS_BIT_BGRA_TEXTURE)) desc << "BGRA "; switch ((ShaderDepalMode)id.Bits(FS_BIT_SHADER_DEPAL_MODE, 2)) { case ShaderDepalMode::OFF: break; case ShaderDepalMode::NORMAL: desc << "Depal "; break; case ShaderDepalMode::SMOOTHED: desc << "SmoothDepal "; break; case ShaderDepalMode::CLUT8_8888: desc << "CLUT8From8888Depal"; break; } if (id.Bit(FS_BIT_COLOR_WRITEMASK)) desc << "WriteMask "; if (id.Bit(FS_BIT_SHADER_TEX_CLAMP)) { desc << "TClamp"; if (id.Bit(FS_BIT_CLAMP_S)) desc << "S"; if (id.Bit(FS_BIT_CLAMP_T)) desc << "T"; desc << " "; } int blendBits = id.Bits(FS_BIT_REPLACE_BLEND, 3); if (blendBits) { switch (blendBits) { case ReplaceBlendType::REPLACE_BLEND_BLUE_TO_ALPHA: desc << "BlueToAlpha_" << "A:" << id.Bits(FS_BIT_BLENDFUNC_A, 4); break; default: desc << "ReplaceBlend_" << id.Bits(FS_BIT_REPLACE_BLEND, 3) << "A:" << id.Bits(FS_BIT_BLENDFUNC_A, 4) << "_B:" << id.Bits(FS_BIT_BLENDFUNC_B, 4) << "_Eq:" << id.Bits(FS_BIT_BLENDEQ, 3) << " "; break; } } switch (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)) { case REPLACE_ALPHA_NO: break; case REPLACE_ALPHA_YES: desc << "StenToAlpha "; break; case REPLACE_ALPHA_DUALSOURCE: desc << "StenToAlphaDual "; break; } if (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2) != REPLACE_ALPHA_NO) { switch (id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4)) { case STENCIL_VALUE_UNIFORM: desc << "StenUniform "; break; case STENCIL_VALUE_ZERO: desc << "Sten0 "; break; case STENCIL_VALUE_ONE: desc << "Sten1 "; break; case STENCIL_VALUE_KEEP: desc << "StenKeep "; break; case STENCIL_VALUE_INVERT: desc << "StenInv "; break; case STENCIL_VALUE_INCR_4: desc << "StenIncr4 "; break; case STENCIL_VALUE_INCR_8: desc << "StenIncr8 "; break; case STENCIL_VALUE_DECR_4: desc << "StenDecr4 "; break; case STENCIL_VALUE_DECR_8: desc << "StenDecr8 "; break; default: desc << "StenUnknown "; break; } } else if (id.Bit(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE)) { desc << "StenOff "; } if (id.Bit(FS_BIT_DO_TEXTURE)) { switch (id.Bits(FS_BIT_TEXFUNC, 3)) { case GE_TEXFUNC_ADD: desc << "TFuncAdd "; break; case GE_TEXFUNC_BLEND: desc << "TFuncBlend "; break; case GE_TEXFUNC_DECAL: desc << "TFuncDecal "; break; case GE_TEXFUNC_MODULATE: desc << "TFuncMod "; break; case GE_TEXFUNC_REPLACE: desc << "TFuncRepl "; break; default: desc << "TFuncUnk "; break; } } if (id.Bit(FS_BIT_ALPHA_AGAINST_ZERO)) desc << "AlphaTest0 " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " "; else if (id.Bit(FS_BIT_ALPHA_TEST)) desc << "AlphaTest " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " "; if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match; else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match if (id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO)) desc << "TestDiscardToZero "; if (id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL)) desc << "StencilDiscardWorkaround "; int logicMode = id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4); if ((logicMode != GE_LOGIC_COPY) && !id.Bit(FS_BIT_CLEARMODE)) desc << "RLogic(" << logicFuncs[logicMode] << ")"; if (id.Bit(FS_BIT_SAMPLE_ARRAY_TEXTURE)) desc << "TexArray "; if (id.Bit(FS_BIT_STEREO)) desc << "Stereo "; if (id.Bit(FS_BIT_USE_FRAMEBUFFER_FETCH)) desc << "(fetch)"; return desc.str(); } bool FragmentIdNeedsFramebufferRead(const FShaderID &id) { return id.Bit(FS_BIT_COLOR_WRITEMASK) || id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4) != GE_LOGIC_COPY || (ReplaceBlendType)id.Bits(FS_BIT_REPLACE_BLEND, 3) == REPLACE_BLEND_READ_FRAMEBUFFER; } // Here we must take all the bits of the gstate that determine what the fragment shader will // look like, and concatenate them together into an ID. void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pipelineState, const Draw::Bugs &bugs) { FShaderID id; if (gstate.isModeClear()) { // We only need one clear shader, so let's ignore the rest of the bits. id.SetBit(FS_BIT_CLEARMODE); } else { bool isModeThrough = gstate.isModeThrough(); bool enableFog = gstate.isFogEnabled() && !isModeThrough; bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue(); bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue(); bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix, gstate.getUVProjMode())); bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT; ShaderDepalMode shaderDepalMode = gstate_c.shaderDepalMode; bool colorWriteMask = pipelineState.maskState.applyFramebufferRead; ReplaceBlendType replaceBlend = pipelineState.blendState.replaceBlend; GELogicOp replaceLogicOpType = pipelineState.logicState.applyFramebufferRead ? pipelineState.logicState.logicOp : GE_LOGIC_COPY; SimulateLogicOpType simulateLogicOpType = pipelineState.blendState.simulateLogicOpType; ReplaceAlphaType stencilToAlpha = pipelineState.blendState.replaceAlphaWithStencil; if (gstate.isTextureMapEnabled()) { id.SetBit(FS_BIT_DO_TEXTURE); id.SetBits(FS_BIT_TEXFUNC, 3, gstate.getTextureFunction()); if (gstate_c.needShaderTexClamp) { bool textureAtOffset = gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0; // 4 bits total. id.SetBit(FS_BIT_SHADER_TEX_CLAMP); id.SetBit(FS_BIT_CLAMP_S, gstate.isTexCoordClampedS()); id.SetBit(FS_BIT_CLAMP_T, gstate.isTexCoordClampedT()); id.SetBit(FS_BIT_TEXTURE_AT_OFFSET, textureAtOffset); } id.SetBit(FS_BIT_BGRA_TEXTURE, gstate_c.bgraTexture); id.SetBits(FS_BIT_SHADER_DEPAL_MODE, 2, (int)shaderDepalMode); id.SetBit(FS_BIT_3D_TEXTURE, gstate_c.curTextureIs3D); } if (enableAlphaTest) { // 5 bits total. id.SetBit(FS_BIT_ALPHA_TEST); id.SetBits(FS_BIT_ALPHA_TEST_FUNC, 3, gstate.getAlphaTestFunction()); id.SetBit(FS_BIT_ALPHA_AGAINST_ZERO, IsAlphaTestAgainstZero()); id.SetBit(FS_BIT_TEST_DISCARD_TO_ZERO, !NeedsTestDiscard()); } if (enableColorTest) { // 4 bits total. id.SetBit(FS_BIT_COLOR_TEST); id.SetBits(FS_BIT_COLOR_TEST_FUNC, 2, gstate.getColorTestFunction()); id.SetBit(FS_BIT_COLOR_AGAINST_ZERO, IsColorTestAgainstZero()); // This is alos set in enableAlphaTest - color test is uncommon, but we can skip discard the same way. id.SetBit(FS_BIT_TEST_DISCARD_TO_ZERO, !NeedsTestDiscard()); } id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection); // 2 bits id.SetBits(FS_BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha); if (stencilToAlpha != REPLACE_ALPHA_NO) { // 4 bits id.SetBits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4, ReplaceAlphaWithStencilType()); } // 2 bits. id.SetBits(FS_BIT_SIMULATE_LOGIC_OP_TYPE, 2, simulateLogicOpType); // 4 bits. Set to GE_LOGIC_COPY if not used, which does nothing in the shader generator. id.SetBits(FS_BIT_REPLACE_LOGIC_OP, 4, (int)replaceLogicOpType); // If replaceBlend == REPLACE_BLEND_STANDARD (or REPLACE_BLEND_NO) nothing is done, so we kill these bits. if (replaceBlend == REPLACE_BLEND_BLUE_TO_ALPHA) { id.SetBits(FS_BIT_REPLACE_BLEND, 3, replaceBlend); id.SetBits(FS_BIT_BLENDFUNC_A, 4, gstate.getBlendFuncA()); } else if (replaceBlend > REPLACE_BLEND_STANDARD) { // 3 bits. id.SetBits(FS_BIT_REPLACE_BLEND, 3, replaceBlend); // 11 bits total. id.SetBits(FS_BIT_BLENDEQ, 3, gstate.getBlendEq()); id.SetBits(FS_BIT_BLENDFUNC_A, 4, gstate.getBlendFuncA()); id.SetBits(FS_BIT_BLENDFUNC_B, 4, gstate.getBlendFuncB()); } id.SetBit(FS_BIT_FLATSHADE, doFlatShading); id.SetBit(FS_BIT_COLOR_WRITEMASK, colorWriteMask); // All framebuffers are array textures in Vulkan now. if (gstate_c.arrayTexture && g_Config.iGPUBackend == (int)GPUBackend::VULKAN) { id.SetBit(FS_BIT_SAMPLE_ARRAY_TEXTURE); } // Stereo support if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) { id.SetBit(FS_BIT_STEREO); } if (g_Config.bVendorBugChecksEnabled && bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL)) { bool stencilWithoutDepth = !IsStencilTestOutputDisabled() && (!gstate.isDepthTestEnabled() || !gstate.isDepthWriteEnabled()); if (stencilWithoutDepth) { id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, stencilWithoutDepth); } } // In case the USE flag changes (for example, in multisampling we might disable input attachments), // we don't want to accidentally use the wrong cached shader here. So moved it to a bit. if (FragmentIdNeedsFramebufferRead(id)) { if (gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH)) { id.SetBit(FS_BIT_USE_FRAMEBUFFER_FETCH); } } } *id_out = id; } std::string GeometryShaderDesc(const GShaderID &id) { std::stringstream desc; desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]); if (id.Bit(GS_BIT_ENABLED)) desc << "ENABLED "; if (id.Bit(GS_BIT_DO_TEXTURE)) desc << "TEX "; return desc.str(); } void ComputeGeometryShaderID(GShaderID *id_out, const Draw::Bugs &bugs, int prim) { GShaderID id; // Early out. if (!gstate_c.Use(GPU_USE_GS_CULLING)) { *id_out = id; return; } bool isModeThrough = gstate.isModeThrough(); bool isCurve = gstate_c.submitType != SubmitType::DRAW; bool isTriangle = prim == GE_PRIM_TRIANGLES || prim == GE_PRIM_TRIANGLE_FAN || prim == GE_PRIM_TRIANGLE_STRIP; bool vertexRangeCulling = !isCurve; bool clipClampedDepth = gstate_c.Use(GPU_USE_DEPTH_CLAMP) && !gstate_c.Use(GPU_USE_CLIP_DISTANCE); // Only use this for triangle primitives, and if we actually need it. if ((!vertexRangeCulling && !clipClampedDepth) || isModeThrough || !isTriangle) { *id_out = id; return; } id.SetBit(GS_BIT_ENABLED, true); // Vertex range culling doesn't seem tno happen for spline/bezier, see #11692. id.SetBit(GS_BIT_CURVE, isCurve); if (gstate.isModeClear()) { // No attribute bits. } else { if (gstate.isTextureMapEnabled()) { id.SetBit(GS_BIT_DO_TEXTURE); } } *id_out = id; }