OGL/FramebufferManager: Clean up inline GLSL code
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e253d3d919
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@ -5,7 +5,6 @@
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include <memory>
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#include <sstream>
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#include <vector>
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#include "Common/Common.h"
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@ -25,6 +24,156 @@
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoBackendBase.h"
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constexpr const char* GLSL_REINTERPRET_PIXELFMT_VS = R"GLSL(
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#define MULTILAYER %d
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flat out int layer;
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void main(void) {
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#if MULTILAYER
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layer = 0;
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#endif
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vec2 rawpos = vec2(gl_VertexID & 1, gl_VertexID & 2);
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gl_Position = vec4(rawpos* 2.0 - 1.0, 0.0, 1.0);
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})GLSL";
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constexpr const char* GLSL_SHADER_FS = R"GLSL(
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#define MULTILAYER %d
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#define MSAA %d
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#if MSAA
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#if MULTILAYER
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SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
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#else
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SAMPLER_BINDING(9) uniform sampler2DMS samp9;
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#endif
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#else
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SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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#endif
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vec4 sampleEFB(ivec3 pos) {
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#if MSAA
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#if MULTILAYER
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return texelFetch(samp9, pos, gl_SampleID);
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#else
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return texelFetch(samp9, pos.xy, gl_SampleID);
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#endif
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#else
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return texelFetch(samp9, pos, 0);
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#endif
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})GLSL";
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constexpr const char* GLSL_SAMPLE_EFB_FS = R"GLSL(
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#define MULTILAYER %d
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#if MULTILAYER
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SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
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#else
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SAMPLER_BINDING(9) uniform sampler2DMS samp9;
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#endif
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vec4 sampleEFB(ivec3 pos) {
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < %d; i++)
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#if MULTILAYER
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color += texelFetch(samp9, pos, i);
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#else
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color += texelFetch(samp9, pos.xy, i);
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#endif
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return color / %d;
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})GLSL";
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constexpr const char* GLSL_RGBA6_TO_RGB8_FS = R"GLSL(
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flat in int layer;
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out vec4 ocol0;
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void main() {
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ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));
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ivec4 dst8;
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dst8.r = (src6.r << 2) | (src6.g >> 4);
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dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);
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dst8.b = ((src6.b & 0x3) << 6) | src6.a;
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dst8.a = 255;
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ocol0 = float4(dst8) / 255.f;
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})GLSL";
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constexpr const char* GLSL_RGB8_TO_RGBA6_FS = R"GLSL(
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flat in int layer;
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out vec4 ocol0;
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void main() {
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ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));
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ivec4 dst6;
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dst6.r = src8.r >> 2;
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dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);
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dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);
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dst6.a = src8.b & 0x3F;
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ocol0 = float4(dst6) / 63.f;
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})GLSL";
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constexpr const char* GLSL_GS = R"GLSL(
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layout(triangles) in;
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layout(triangle_strip, max_vertices = %d) out;
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flat out int layer;
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void main() {
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for (int j = 0; j < %d; layers.str(); ++j) {
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for (int i = 0; i < 3; ++i) {
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layer = j;
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gl_Layer = j;
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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EndPrimitive();
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}
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})GLSL";
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constexpr const char* GLSL_EFB_POKE_VERTEX_VS = R"GLSL(
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in vec2 rawpos;
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in vec4 rawcolor0; // color
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in int rawcolor1; // depth
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out vec4 v_c;
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out float v_z;
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void main(void) {
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gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);
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gl_PointSize = %d.0 / 640.0;
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v_c = rawcolor0.bgra;
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v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;
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})GLSL";
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constexpr const char* GLSL_EFB_POKE_PIXEL_FS = R"GLSL(
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in vec4 %s_c;
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in float %s_z;
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out vec4 ocol0;
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void main(void) {
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ocol0 = %s_c;
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gl_FragDepth = %s_z;
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})GLSL";
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constexpr const char* GLSL_EFB_POKE_GEOMETRY_GS = R"GLSL("
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layout(points) in;
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layout(points, max_vertices = %d) out;
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in vec4 v_c[1];
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in float v_z[1];
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out vec4 g_c;
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out float g_z;
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void main() {
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for (int j = 0; j < %d; ++j) {
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gl_Layer = j;
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = %d.0 / 640.0;
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g_c = v_c[0];
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g_z = v_z[0];
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EmitVertex();
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EndPrimitive();
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}
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})GLSL";
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namespace OGL
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{
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int FramebufferManager::m_targetWidth;
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@ -149,6 +298,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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depth_data_type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
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}
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const bool multilayer = m_EFBLayers > 1;
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if (m_msaaSamples <= 1)
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{
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m_textureType = GL_TEXTURE_2D_ARRAY;
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@ -157,16 +308,12 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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{
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// Only use a layered multisample texture if needed. Some drivers
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// slow down significantly with single-layered multisample textures.
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if (m_EFBLayers > 1)
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
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else
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
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m_textureType = multilayer ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_MULTISAMPLE;
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// Although we are able to access the multisampled texture directly, we don't do it everywhere.
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// The old way is to "resolve" this multisampled texture by copying it into a non-sampled
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// texture.
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// This would lead to an unneeded copy of the EFB, so we are going to avoid it.
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// But as this job isn't done right now, we do need that texture for resolving:
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// Although we are able to access the multisampled texture directly, we don't do it
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// everywhere. The old way is to "resolve" this multisampled texture by copying it into a
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// non-sampled texture. This would lead to an unneeded copy of the EFB, so we are going to
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// avoid it. But as this job isn't done right now, we do need that texture for resolving:
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GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
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m_resolvedColorTexture = CreateTexture(resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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@ -209,186 +356,52 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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}
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// reinterpret pixel format
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const char* vs = m_EFBLayers > 1 ? "void main(void) {\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n" :
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"flat out int layer;\n"
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"void main(void) {\n"
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" layer = 0;\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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std::string vs = StringFromFormat(GLSL_REINTERPRET_PIXELFMT_VS, multilayer);
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// The way to sample the EFB is based on the on the current configuration.
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// As we use the same sampling way for both interpreting shaders, the sampling
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// shader are generated first:
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std::string sampler;
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if (m_msaaSamples <= 1)
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{
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// non-msaa, so just fetch the pixel
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sampler = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" return texelFetch(samp9, pos, 0);\n"
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"}\n";
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sampler = StringFromFormat(GLSL_SHADER_FS, multilayer, false);
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}
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else if (g_ActiveConfig.backend_info.bSupportsSSAA)
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{
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// msaa + sample shading available, so just fetch the sample
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// This will lead to sample shading, but it's the only way to not loose
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// the values of each sample.
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if (m_EFBLayers > 1)
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{
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sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" return texelFetch(samp9, pos, gl_SampleID);\n"
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"}\n";
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}
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else
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{
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sampler = "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" return texelFetch(samp9, pos.xy, gl_SampleID);\n"
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"}\n";
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}
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sampler = StringFromFormat(GLSL_SHADER_FS, multilayer, true);
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}
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else
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{
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// msaa without sample shading: calculate the mean value of the pixel
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std::stringstream samples;
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samples << m_msaaSamples;
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if (m_EFBLayers > 1)
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{
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sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" for(int i=0; i<" +
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samples.str() +
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"; i++)\n"
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" color += texelFetch(samp9, pos, i);\n"
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" return color / " +
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samples.str() +
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";\n"
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"}\n";
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}
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else
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{
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sampler = "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" for(int i=0; i<" +
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samples.str() +
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"; i++)\n"
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" color += texelFetch(samp9, pos.xy, i);\n"
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" return color / " +
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samples.str() +
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";\n"
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"}\n";
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}
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sampler = StringFromFormat(GLSL_SAMPLE_EFB_FS, multilayer, m_msaaSamples, m_msaaSamples);
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}
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std::string ps_rgba6_to_rgb8 =
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sampler + "flat in int layer;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));\n"
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" ivec4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.a = 255;\n"
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" ocol0 = float4(dst8) / 255.f;\n"
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"}";
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std::string ps_rgba6_to_rgb8 = sampler + GLSL_RGBA6_TO_RGB8_FS;
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std::string ps_rgb8_to_rgba6 =
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sampler + "flat in int layer;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));\n"
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" ivec4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = float4(dst6) / 63.f;\n"
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"}";
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std::string ps_rgb8_to_rgba6 = sampler + GLSL_RGB8_TO_RGBA6_FS;
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std::stringstream vertices, layers;
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vertices << m_EFBLayers * 3;
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layers << m_EFBLayers;
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std::string gs = "layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = " +
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vertices.str() +
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") out;\n"
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"flat out int layer;\n"
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"void main()\n"
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"{\n"
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" for (int j = 0; j < " +
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layers.str() +
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"; ++j) {\n"
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" for (int i = 0; i < 3; ++i) {\n"
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" layer = j;\n"
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" gl_Layer = j;\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n";
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std::string gs = StringFromFormat(GLSL_GS, m_EFBLayers * 3, m_EFBLayers);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6,
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(m_EFBLayers > 1) ? gs : "");
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multilayer ? gs : "");
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8,
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(m_EFBLayers > 1) ? gs : "");
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multilayer ? gs : "");
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const auto prefix = multilayer ? "g" : "v";
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ProgramShaderCache::CompileShader(
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m_EfbPokes,
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StringFromFormat("in vec2 rawpos;\n"
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"in vec4 rawcolor0;\n" // color
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"in int rawcolor1;\n" // depth
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"out vec4 v_c;\n"
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"out float v_z;\n"
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"void main(void) {\n"
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" gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * "
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"vec2(1.0, -1.0), 0.0, 1.0);\n"
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" gl_PointSize = %d.0 / 640.0;\n"
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" v_c = rawcolor0.bgra;\n"
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" v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;\n"
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"}\n",
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m_targetWidth),
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m_EfbPokes, StringFromFormat(GLSL_EFB_POKE_VERTEX_VS, m_targetWidth),
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StringFromFormat("in vec4 %s_c;\n"
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"in float %s_z;\n"
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"out vec4 ocol0;\n"
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"void main(void) {\n"
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" ocol0 = %s_c;\n"
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" gl_FragDepth = %s_z;\n"
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"}\n",
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m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v",
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m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v"),
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StringFromFormat(GLSL_EFB_POKE_PIXEL_FS, prefix, prefix, prefix, prefix),
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m_EFBLayers > 1 ? StringFromFormat("layout(points) in;\n"
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"layout(points, max_vertices = %d) out;\n"
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"in vec4 v_c[1];\n"
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"in float v_z[1];\n"
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"out vec4 g_c;\n"
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"out float g_z;\n"
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"void main()\n"
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"{\n"
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" for (int j = 0; j < %d; ++j) {\n"
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" gl_Layer = j;\n"
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" gl_Position = gl_in[0].gl_Position;\n"
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" gl_PointSize = %d.0 / 640.0;\n"
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" g_c = v_c[0];\n"
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" g_z = v_z[0];\n"
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" EmitVertex();\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n",
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m_EFBLayers, m_EFBLayers, m_targetWidth) :
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"");
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multilayer ?
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StringFromFormat(GLSL_EFB_POKE_GEOMETRY_GS, m_EFBLayers, m_EFBLayers, m_targetWidth) :
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"");
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glGenBuffers(1, &m_EfbPokes_VBO);
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glGenVertexArrays(1, &m_EfbPokes_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
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