mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Use GSVector for rb ga masks in texture shuffle.
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@ -2186,13 +2186,12 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask()
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// fbmask is converted to a 16bit version to represent the 2 32bit channels it's writing to.
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// The lower 8 bits represents the Red/Blue channels, the top 8 bits is Green/Alpha, depending on write_ba.
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const u32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000);
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// FIXME GSVector will be nice here
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const u8 rb_mask = fbmask & 0xFF;
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const u8 ga_mask = (fbmask >> 8) & 0xFF;
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// r = rb mask, g = ga mask
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const GSVector2i rb_ga_mask = GSVector2i(fbmask & 0xFF, (fbmask >> 8) & 0xFF);
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m_conf.colormask.wrgba = 0;
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// 2 Select the new mask (Please someone put SSE here)
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if (rb_mask != 0xFF)
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// 2 Select the new mask
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if (rb_ga_mask.r != 0xFF)
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{
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if (write_ba)
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{
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@ -2204,11 +2203,11 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask()
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GL_INS("Color shuffle %s => R", read_ba ? "B" : "R");
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m_conf.colormask.wr = 1;
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}
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if (rb_mask)
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if (rb_ga_mask.r)
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m_conf.ps.fbmask = 1;
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}
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if (ga_mask != 0xFF)
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if (rb_ga_mask.g != 0xFF)
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{
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if (write_ba)
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{
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@ -2220,16 +2219,16 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask()
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GL_INS("Color shuffle %s => G", read_ba ? "A" : "G");
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m_conf.colormask.wg = 1;
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}
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if (ga_mask)
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if (rb_ga_mask.g)
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m_conf.ps.fbmask = 1;
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}
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if (m_conf.ps.fbmask && enable_fbmask_emulation)
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{
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m_conf.cb_ps.FbMask.r = rb_mask;
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m_conf.cb_ps.FbMask.g = ga_mask;
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m_conf.cb_ps.FbMask.b = rb_mask;
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m_conf.cb_ps.FbMask.a = ga_mask;
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m_conf.cb_ps.FbMask.r = rb_ga_mask.r;
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m_conf.cb_ps.FbMask.g = rb_ga_mask.g;
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m_conf.cb_ps.FbMask.b = rb_ga_mask.r;
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m_conf.cb_ps.FbMask.a = rb_ga_mask.g;
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// No blending so hit unsafe path.
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if (!PRIM->ABE || !features.texture_barrier)
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