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https://github.com/yuzu-emu/yuzu-mainline.git
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GPU: Implemented the logic op functionality of the GPU.
This will ASSERT if blending is enabled at the same time as logic ops.
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@ -449,6 +449,7 @@ void RasterizerOpenGL::DrawArrays() {
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SyncDepthTestState();
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SyncDepthTestState();
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SyncBlendState();
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SyncBlendState();
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SyncLogicOpState();
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SyncCullMode();
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SyncCullMode();
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// TODO(bunnei): Sync framebuffer_scale uniform here
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// TODO(bunnei): Sync framebuffer_scale uniform here
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@ -847,6 +848,9 @@ void RasterizerOpenGL::SyncBlendState() {
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if (!state.blend.enabled)
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if (!state.blend.enabled)
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return;
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return;
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ASSERT_MSG(regs.logic_op.enable == 0,
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"Blending and logic op can't be enabled at the same time.");
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ASSERT_MSG(regs.independent_blend_enable == 1, "Only independent blending is implemented");
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ASSERT_MSG(regs.independent_blend_enable == 1, "Only independent blending is implemented");
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ASSERT_MSG(!regs.independent_blend[0].separate_alpha, "Unimplemented");
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ASSERT_MSG(!regs.independent_blend[0].separate_alpha, "Unimplemented");
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state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_rgb);
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state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_rgb);
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@ -856,3 +860,17 @@ void RasterizerOpenGL::SyncBlendState() {
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state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_a);
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state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_a);
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state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_a);
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state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_a);
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}
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}
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void RasterizerOpenGL::SyncLogicOpState() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(Subv): Support more than just render target 0.
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state.logic_op.enabled = regs.logic_op.enable != 0;
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if (!state.logic_op.enabled)
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return;
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ASSERT_MSG(regs.blend.enable == 0, "Blending and logic op can't be enabled at the same time.");
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state.logic_op.operation = MaxwellToGL::LogicOp(regs.logic_op.operation);
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}
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@ -141,6 +141,9 @@ private:
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/// Syncs the blend state to match the guest state
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/// Syncs the blend state to match the guest state
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void SyncBlendState();
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void SyncBlendState();
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/// Syncs the LogicOp state to match the guest state
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void SyncLogicOpState();
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bool has_ARB_direct_state_access = false;
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bool has_ARB_direct_state_access = false;
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bool has_ARB_separate_shader_objects = false;
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bool has_ARB_separate_shader_objects = false;
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bool has_ARB_vertex_attrib_binding = false;
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bool has_ARB_vertex_attrib_binding = false;
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@ -317,4 +317,44 @@ inline GLenum CullFace(Maxwell::Cull::CullFace cull_face) {
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return {};
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return {};
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}
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}
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inline GLenum LogicOp(Maxwell::LogicOperation operation) {
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switch (operation) {
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case Maxwell::LogicOperation::Clear:
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return GL_CLEAR;
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case Maxwell::LogicOperation::And:
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return GL_AND;
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case Maxwell::LogicOperation::AndReverse:
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return GL_AND_REVERSE;
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case Maxwell::LogicOperation::Copy:
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return GL_COPY;
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case Maxwell::LogicOperation::AndInverted:
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return GL_AND_INVERTED;
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case Maxwell::LogicOperation::NoOp:
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return GL_NOOP;
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case Maxwell::LogicOperation::Xor:
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return GL_XOR;
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case Maxwell::LogicOperation::Or:
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return GL_OR;
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case Maxwell::LogicOperation::Nor:
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return GL_NOR;
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case Maxwell::LogicOperation::Equiv:
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return GL_EQUIV;
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case Maxwell::LogicOperation::Invert:
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return GL_INVERT;
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case Maxwell::LogicOperation::OrReverse:
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return GL_OR_REVERSE;
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case Maxwell::LogicOperation::CopyInverted:
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return GL_COPY_INVERTED;
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case Maxwell::LogicOperation::OrInverted:
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return GL_OR_INVERTED;
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case Maxwell::LogicOperation::Nand:
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return GL_NAND;
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case Maxwell::LogicOperation::Set:
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return GL_SET;
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}
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LOG_CRITICAL(Render_OpenGL, "Unimplemented logic operation={}", static_cast<u32>(operation));
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UNREACHABLE();
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return {};
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}
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} // namespace MaxwellToGL
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} // namespace MaxwellToGL
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