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android: renderer_opengl: Partially implement glLogicOp on GLES.
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@ -948,6 +948,10 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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// Blending
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case PICA_REG_INDEX(framebuffer.output_merger.alphablend_enable):
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if (GLES) {
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// With GLES, we need this in the fragment shader to emulate logic operations
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shader_dirty = true;
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}
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SyncBlendEnabled();
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break;
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case PICA_REG_INDEX(framebuffer.output_merger.alpha_blending):
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@ -1068,6 +1072,10 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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// Logic op
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case PICA_REG_INDEX(framebuffer.output_merger.logic_op):
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if (GLES) {
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// With GLES, we need this in the fragment shader to emulate logic operations
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shader_dirty = true;
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}
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SyncLogicOp();
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break;
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@ -1822,11 +1830,31 @@ void RasterizerOpenGL::SyncAlphaTest() {
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}
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void RasterizerOpenGL::SyncLogicOp() {
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state.logic_op = PicaToGL::LogicOp(Pica::g_state.regs.framebuffer.output_merger.logic_op);
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const auto& regs = Pica::g_state.regs;
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state.logic_op = PicaToGL::LogicOp(regs.framebuffer.output_merger.logic_op);
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if (GLES) {
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if (!regs.framebuffer.output_merger.alphablend_enable) {
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if (regs.framebuffer.output_merger.logic_op == Pica::FramebufferRegs::LogicOp::NoOp) {
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// Color output is disabled by logic operation. We use color write mask to skip
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// color but allow depth write.
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state.color_mask = {};
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}
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}
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}
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}
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void RasterizerOpenGL::SyncColorWriteMask() {
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const auto& regs = Pica::g_state.regs;
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if (GLES) {
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if (!regs.framebuffer.output_merger.alphablend_enable) {
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if (regs.framebuffer.output_merger.logic_op == Pica::FramebufferRegs::LogicOp::NoOp) {
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// Color output is disabled by logic operation. We use color write mask to skip
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// color but allow depth write. Return early to avoid overwriting this.
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return;
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}
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}
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}
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auto IsColorWriteEnabled = [&](u32 value) {
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return (regs.framebuffer.framebuffer.allow_color_write != 0 && value != 0) ? GL_TRUE
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@ -127,6 +127,17 @@ PicaFSConfig PicaFSConfig::BuildFromRegs(const Pica::Regs& regs) {
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state.texture2_use_coord1 = regs.texturing.main_config.texture2_use_coord1 != 0;
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if (GLES) {
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// With GLES, we need this in the fragment shader to emulate logic operations
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state.alphablend_enable =
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Pica::g_state.regs.framebuffer.output_merger.alphablend_enable == 1;
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state.logic_op = regs.framebuffer.output_merger.logic_op;
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} else {
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// We don't need these otherwise, reset them to avoid unnecessary shader generation
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state.alphablend_enable = {};
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state.logic_op = {};
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}
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// Copy relevant tev stages fields.
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// We don't sync const_color here because of the high variance, it is a
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// shader uniform instead.
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@ -1568,6 +1579,32 @@ do {
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out += "color = byteround(last_tex_env_out);\n";
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}
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if (GLES) {
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if (!state.alphablend_enable) {
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switch (state.logic_op) {
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case FramebufferRegs::LogicOp::Clear:
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out += "color = vec4(0);\n";
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break;
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case FramebufferRegs::LogicOp::Set:
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out += "color = vec4(1);\n";
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break;
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case FramebufferRegs::LogicOp::Copy:
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// Take the color output as-is
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break;
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case FramebufferRegs::LogicOp::CopyInverted:
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out += "color = ~color;\n";
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break;
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case FramebufferRegs::LogicOp::NoOp:
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// We need to discard the color, but not necessarily the depth. This is not possible
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// with fragment shader alone, so we emulate this behavior on GLES with glColorMask.
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unhandled logic_op {:x}", static_cast<int>(state.logic_op));
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UNIMPLEMENTED();
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}
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}
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}
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out += '}';
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return {std::move(out)};
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@ -61,6 +61,8 @@ struct PicaFSConfigState {
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Pica::RasterizerRegs::DepthBuffering depthmap_enable;
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Pica::TexturingRegs::FogMode fog_mode;
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bool fog_flip;
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bool alphablend_enable;
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Pica::FramebufferRegs::LogicOp logic_op;
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struct {
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struct {
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@ -170,10 +170,17 @@ void OpenGLState::Apply() const {
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if (blend.enabled != cur_state.blend.enabled) {
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if (blend.enabled) {
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glEnable(GL_BLEND);
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glDisable(GL_COLOR_LOGIC_OP);
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} else {
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glDisable(GL_BLEND);
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glEnable(GL_COLOR_LOGIC_OP);
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}
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// GLES does not support glLogicOp
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if (!GLES) {
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if (blend.enabled) {
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glDisable(GL_COLOR_LOGIC_OP);
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} else {
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glEnable(GL_COLOR_LOGIC_OP);
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}
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}
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}
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@ -197,13 +204,11 @@ void OpenGLState::Apply() const {
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glBlendEquationSeparate(blend.rgb_equation, blend.a_equation);
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}
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// GLES3 does not support glLogicOp
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// GLES does not support glLogicOp
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if (!GLES) {
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if (logic_op != cur_state.logic_op) {
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glLogicOp(logic_op);
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}
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} else {
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LOG_TRACE(Render_OpenGL, "glLogicOps are unimplemented...");
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}
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// Textures
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