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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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@ -18,6 +18,10 @@ namespace Ryujinx.Graphics.Vulkan
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{
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public readonly bool SupportsIndexTypeUint8;
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public readonly bool SupportsCustomBorderColor;
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public readonly bool SupportsBlendEquationAdvanced;
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public readonly bool SupportsBlendEquationAdvancedCorrelatedOverlap;
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public readonly bool SupportsBlendEquationAdvancedNonPreMultipliedSrcColor;
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public readonly bool SupportsBlendEquationAdvancedNonPreMultipliedDstColor;
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public readonly bool SupportsIndirectParameters;
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public readonly bool SupportsFragmentShaderInterlock;
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public readonly bool SupportsGeometryShaderPassthrough;
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@ -44,6 +48,10 @@ namespace Ryujinx.Graphics.Vulkan
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public HardwareCapabilities(
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bool supportsIndexTypeUint8,
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bool supportsCustomBorderColor,
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bool supportsBlendEquationAdvanced,
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bool supportsBlendEquationAdvancedCorrelatedOverlap,
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bool supportsBlendEquationAdvancedNonPreMultipliedSrcColor,
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bool supportsBlendEquationAdvancedNonPreMultipliedDstColor,
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bool supportsIndirectParameters,
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bool supportsFragmentShaderInterlock,
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bool supportsGeometryShaderPassthrough,
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@ -69,6 +77,10 @@ namespace Ryujinx.Graphics.Vulkan
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{
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SupportsIndexTypeUint8 = supportsIndexTypeUint8;
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SupportsCustomBorderColor = supportsCustomBorderColor;
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SupportsBlendEquationAdvanced = supportsBlendEquationAdvanced;
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SupportsBlendEquationAdvancedCorrelatedOverlap = supportsBlendEquationAdvancedCorrelatedOverlap;
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SupportsBlendEquationAdvancedNonPreMultipliedSrcColor = supportsBlendEquationAdvancedNonPreMultipliedSrcColor;
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SupportsBlendEquationAdvancedNonPreMultipliedDstColor = supportsBlendEquationAdvancedNonPreMultipliedDstColor;
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SupportsIndirectParameters = supportsIndirectParameters;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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