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Add support for advanced blend (part 1/2) (#2801)
* Add blend microcode registers * Add advanced blend support using host extension * Remove debug message * Use pre-generated table for blend functions * XML docs * Rename AdvancedBlendMode to AdvancedBlendOp for consistency * Remove redundant code * Fix some advanced blend related issues on Vulkan * Formatting
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16
Ryujinx.Graphics.GAL/AdvancedBlendDescriptor.cs
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16
Ryujinx.Graphics.GAL/AdvancedBlendDescriptor.cs
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@ -0,0 +1,16 @@
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namespace Ryujinx.Graphics.GAL
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{
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public struct AdvancedBlendDescriptor
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{
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public AdvancedBlendOp Op { get; }
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public AdvancedBlendOverlap Overlap { get; }
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public bool SrcPreMultiplied { get; }
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public AdvancedBlendDescriptor(AdvancedBlendOp op, AdvancedBlendOverlap overlap, bool srcPreMultiplied)
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{
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Op = op;
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Overlap = overlap;
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SrcPreMultiplied = srcPreMultiplied;
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}
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}
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}
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52
Ryujinx.Graphics.GAL/AdvancedBlendOp.cs
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52
Ryujinx.Graphics.GAL/AdvancedBlendOp.cs
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namespace Ryujinx.Graphics.GAL
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{
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public enum AdvancedBlendOp
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{
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Zero,
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Src,
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Dst,
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SrcOver,
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DstOver,
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SrcIn,
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DstIn,
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SrcOut,
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DstOut,
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SrcAtop,
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DstAtop,
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Xor,
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Plus,
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PlusClamped,
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PlusClampedAlpha,
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PlusDarker,
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Multiply,
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Screen,
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Overlay,
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Darken,
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Lighten,
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ColorDodge,
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ColorBurn,
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HardLight,
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SoftLight,
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Difference,
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Minus,
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MinusClamped,
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Exclusion,
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Contrast,
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Invert,
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InvertRGB,
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InvertOvg,
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LinearDodge,
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LinearBurn,
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VividLight,
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LinearLight,
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PinLight,
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HardMix,
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Red,
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Green,
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Blue,
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HslHue,
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HslSaturation,
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HslColor,
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HslLuminosity
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}
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}
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9
Ryujinx.Graphics.GAL/AdvancedBlendOverlap.cs
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9
Ryujinx.Graphics.GAL/AdvancedBlendOverlap.cs
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namespace Ryujinx.Graphics.GAL
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{
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public enum AdvancedBlendOverlap
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{
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Uncorrelated,
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Disjoint,
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Conjoint
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}
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}
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@ -23,6 +23,7 @@ namespace Ryujinx.Graphics.GAL
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public readonly bool SupportsR4G4B4A4Format;
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public readonly bool SupportsSnormBufferTextureFormat;
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public readonly bool Supports5BitComponentFormat;
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public readonly bool SupportsBlendEquationAdvanced;
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public readonly bool SupportsFragmentShaderInterlock;
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public readonly bool SupportsFragmentShaderOrderingIntel;
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public readonly bool SupportsGeometryShaderPassthrough;
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@ -64,6 +65,7 @@ namespace Ryujinx.Graphics.GAL
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bool supportsR4G4B4A4Format,
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bool supportsSnormBufferTextureFormat,
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bool supports5BitComponentFormat,
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bool supportsBlendEquationAdvanced,
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bool supportsFragmentShaderInterlock,
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bool supportsFragmentShaderOrderingIntel,
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bool supportsGeometryShaderPassthrough,
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@ -102,6 +104,7 @@ namespace Ryujinx.Graphics.GAL
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SupportsR4G4B4A4Format = supportsR4G4B4A4Format;
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SupportsSnormBufferTextureFormat = supportsSnormBufferTextureFormat;
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Supports5BitComponentFormat = supports5BitComponentFormat;
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SupportsBlendEquationAdvanced = supportsBlendEquationAdvanced;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsFragmentShaderOrderingIntel = supportsFragmentShaderOrderingIntel;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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@ -44,6 +44,7 @@ namespace Ryujinx.Graphics.GAL
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void SetAlphaTest(bool enable, float reference, CompareOp op);
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void SetBlendState(AdvancedBlendDescriptor blend);
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void SetBlendState(int index, BlendDescriptor blend);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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@ -98,6 +98,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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Register<EndHostConditionalRenderingCommand>(CommandType.EndHostConditionalRendering);
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Register<EndTransformFeedbackCommand>(CommandType.EndTransformFeedback);
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Register<SetAlphaTestCommand>(CommandType.SetAlphaTest);
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Register<SetBlendStateAdvancedCommand>(CommandType.SetBlendStateAdvanced);
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Register<SetBlendStateCommand>(CommandType.SetBlendState);
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Register<SetDepthBiasCommand>(CommandType.SetDepthBias);
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Register<SetDepthClampCommand>(CommandType.SetDepthClamp);
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@ -60,6 +60,7 @@
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EndHostConditionalRendering,
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EndTransformFeedback,
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SetAlphaTest,
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SetBlendStateAdvanced,
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SetBlendState,
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SetDepthBias,
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SetDepthClamp,
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@ -0,0 +1,18 @@
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetBlendStateAdvancedCommand : IGALCommand, IGALCommand<SetBlendStateAdvancedCommand>
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{
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public CommandType CommandType => CommandType.SetBlendStateAdvanced;
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private AdvancedBlendDescriptor _blend;
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public void Set(AdvancedBlendDescriptor blend)
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{
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_blend = blend;
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}
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public static void Run(ref SetBlendStateAdvancedCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetBlendState(command._blend);
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}
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}
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}
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@ -131,6 +131,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void SetBlendState(AdvancedBlendDescriptor blend)
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{
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_renderer.New<SetBlendStateAdvancedCommand>().Set(blend);
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_renderer.QueueCommand();
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}
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public void SetBlendState(int index, BlendDescriptor blend)
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{
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_renderer.New<SetBlendStateCommand>().Set(index, blend);
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