PixelShaderGen: Add shader logic ops support on OpenGL ES
To do this, I had to decouple framebuffer fetch from shader blending. We need to be able to access framebuffer fetch input when using shader logic ops.
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@ -932,11 +932,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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const bool use_shader_blend =
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const bool use_shader_blend =
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!use_dual_source && (uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch);
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!use_dual_source && (uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch);
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const bool use_shader_logic_op =
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const bool use_shader_logic_op =
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#ifdef __APPLE__
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!host_config.backend_logic_op && host_config.backend_shader_framebuffer_fetch;
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!host_config.backend_logic_op && host_config.backend_shader_framebuffer_fetch;
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#else
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false;
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#endif
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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{
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@ -969,40 +965,24 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n");
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out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n");
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}
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}
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}
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}
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else if (use_dual_source)
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else
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#else
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if (use_dual_source)
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#endif
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#endif
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{
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{
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
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bool has_broken_decoration =
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION);
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out.Write("{} {} vec4 {};\n",
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has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" :
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"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
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use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
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use_shader_blend ? "real_ocol0" : "ocol0");
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if (use_dual_source)
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{
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"
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out.Write("{} out vec4 ocol1;\n", has_broken_decoration ?
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"FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
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"FRAGMENT_OUTPUT_LOCATION(1)" :
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"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1)");
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}
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"
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"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
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}
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}
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else if (use_shader_blend)
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{
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// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
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// intermediate value with multiple reads & modifications, so pull out the "real" output value
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// and use a temporary for calculations, then set the output value once at the end of the
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// shader
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
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}
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
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}
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}
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if (uid_data->per_pixel_depth)
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if (uid_data->per_pixel_depth)
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@ -1051,12 +1031,24 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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if (use_framebuffer_fetch)
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if (use_framebuffer_fetch)
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{
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{
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// Store off a copy of the initial fb value for blending
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// Store off a copy of the initial framebuffer value.
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out.Write("\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n");
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//
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// If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the
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// framebuffer), we read from real_ocol0 or ocol0, depending if shader blending is enabled.
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out.Write("#ifdef FB_FETCH_VALUE\n"
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"\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"
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"#else\n"
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"\tfloat4 initial_ocol0 = {};\n"
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"#endif\n",
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use_shader_blend ? "real_ocol0" : "ocol0");
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}
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}
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if (use_shader_blend)
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if (use_shader_blend)
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{
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{
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// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
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// intermediate value with multiple reads & modifications, so we pull out the "real" output
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// value above and use a temporary for calculations, then set the output value once at the
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// end of the shader if we are using shader blending.
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out.Write("\tfloat4 ocol0;\n"
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out.Write("\tfloat4 ocol0;\n"
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"\tfloat4 ocol1;\n");
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"\tfloat4 ocol1;\n");
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}
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}
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