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https://github.com/yuzu-emu/yuzu-android
synced 2024-12-27 02:11:21 -08:00
add AlphaToCoverage and AlphaToOne
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parent
8ed7e1af2c
commit
53b4a1af0f
@ -726,7 +726,12 @@ public:
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u32 zeta_enable;
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u32 zeta_enable;
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INSERT_PADDING_WORDS(0x8);
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union {
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BitField<1, 1, u32> alpha_to_coverage;
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BitField<2, 1, u32> alpha_to_one;
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} multisample_control;
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INSERT_PADDING_WORDS(0x7);
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struct {
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struct {
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u32 tsc_address_high;
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u32 tsc_address_high;
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@ -1149,6 +1154,7 @@ ASSERT_REG_POSITION(screen_y_control, 0x4EB);
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ASSERT_REG_POSITION(vb_element_base, 0x50D);
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ASSERT_REG_POSITION(vb_element_base, 0x50D);
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ASSERT_REG_POSITION(point_size, 0x546);
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ASSERT_REG_POSITION(point_size, 0x546);
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ASSERT_REG_POSITION(zeta_enable, 0x54E);
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ASSERT_REG_POSITION(zeta_enable, 0x54E);
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ASSERT_REG_POSITION(multisample_control, 0x54F);
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ASSERT_REG_POSITION(tsc, 0x557);
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ASSERT_REG_POSITION(tsc, 0x557);
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ASSERT_REG_POSITION(tic, 0x55D);
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ASSERT_REG_POSITION(tic, 0x55D);
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ASSERT_REG_POSITION(stencil_two_side_enable, 0x565);
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ASSERT_REG_POSITION(stencil_two_side_enable, 0x565);
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@ -583,6 +583,7 @@ void RasterizerOpenGL::DrawArrays() {
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ConfigureFramebuffers(state);
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ConfigureFramebuffers(state);
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SyncColorMask();
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SyncColorMask();
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SyncFragmentColorClampState();
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SyncFragmentColorClampState();
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SyncMultiSampleState();
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SyncDepthTestState();
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SyncDepthTestState();
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SyncStencilTestState();
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SyncStencilTestState();
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SyncBlendState();
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SyncBlendState();
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@ -1033,6 +1034,12 @@ void RasterizerOpenGL::SyncColorMask() {
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}
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}
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}
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}
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void RasterizerOpenGL::SyncMultiSampleState() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.multisample_control.alpha_to_coverage = regs.multisample_control.alpha_to_coverage != 0;
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state.multisample_control.alpha_to_one = regs.multisample_control.alpha_to_one != 0;
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}
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void RasterizerOpenGL::SyncFragmentColorClampState() {
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void RasterizerOpenGL::SyncFragmentColorClampState() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.fragment_color_clamp.enabled = regs.frag_color_clamp != 0;
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state.fragment_color_clamp.enabled = regs.frag_color_clamp != 0;
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@ -163,6 +163,9 @@ private:
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/// Syncs the the color clamp state
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/// Syncs the the color clamp state
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void SyncFragmentColorClampState();
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void SyncFragmentColorClampState();
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/// Syncs the alpha coverage and alpha to one
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void SyncMultiSampleState();
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/// Syncs the scissor test state to match the guest state
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/// Syncs the scissor test state to match the guest state
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void SyncScissorTest();
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void SyncScissorTest();
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@ -16,6 +16,8 @@ OpenGLState::OpenGLState() {
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// These all match default OpenGL values
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// These all match default OpenGL values
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geometry_shaders.enabled = false;
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geometry_shaders.enabled = false;
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framebuffer_srgb.enabled = false;
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framebuffer_srgb.enabled = false;
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multisample_control.alpha_to_coverage = false;
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multisample_control.alpha_to_one = false;
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cull.enabled = false;
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cull.enabled = false;
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cull.mode = GL_BACK;
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cull.mode = GL_BACK;
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cull.front_face = GL_CCW;
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cull.front_face = GL_CCW;
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@ -504,6 +506,21 @@ void OpenGLState::Apply() const {
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fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
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fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
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}
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}
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}
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}
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if (multisample_control.alpha_to_coverage != cur_state.multisample_control.alpha_to_coverage) {
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if (multisample_control.alpha_to_coverage) {
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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} else {
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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}
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}
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if (multisample_control.alpha_to_one != cur_state.multisample_control.alpha_to_one) {
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if (multisample_control.alpha_to_one) {
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glEnable(GL_SAMPLE_ALPHA_TO_ONE);
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} else {
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glDisable(GL_SAMPLE_ALPHA_TO_ONE);
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}
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}
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ApplyColorMask();
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ApplyColorMask();
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ApplyViewport();
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ApplyViewport();
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ApplyStencilTest();
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ApplyStencilTest();
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@ -39,6 +39,11 @@ public:
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bool enabled; // GL_FRAMEBUFFER_SRGB
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bool enabled; // GL_FRAMEBUFFER_SRGB
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} framebuffer_srgb;
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} framebuffer_srgb;
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struct {
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bool alpha_to_coverage; // GL_ALPHA_TO_COVERAGE
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bool alpha_to_one; // GL_ALPHA_TO_ONE
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} multisample_control;
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struct {
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struct {
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bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB
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bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB
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} fragment_color_clamp;
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} fragment_color_clamp;
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