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Enable Alpha Test workaround on Metal
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parent
b7ddb693bc
commit
05189c7749
2 changed files with 7 additions and 5 deletions
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@ -16,7 +16,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private readonly GpuAccessorState _state;
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private readonly GpuAccessorState _state;
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private readonly int _stageIndex;
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private readonly int _stageIndex;
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private readonly bool _compute;
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private readonly bool _compute;
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private readonly bool _isVulkan;
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private readonly bool _isOpenGL;
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private readonly bool _hasGeometryShader;
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private readonly bool _hasGeometryShader;
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private readonly bool _supportsQuads;
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private readonly bool _supportsQuads;
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@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_channel = channel;
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_channel = channel;
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_state = state;
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_state = state;
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_stageIndex = stageIndex;
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_stageIndex = stageIndex;
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_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
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_isOpenGL = context.Capabilities.Api == TargetApi.OpenGL;
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_hasGeometryShader = hasGeometryShader;
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_hasGeometryShader = hasGeometryShader;
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_supportsQuads = context.Capabilities.SupportsQuads;
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_supportsQuads = context.Capabilities.SupportsQuads;
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@ -116,10 +116,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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public GpuGraphicsState QueryGraphicsState()
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public GpuGraphicsState QueryGraphicsState()
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{
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{
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return _state.GraphicsState.CreateShaderGraphicsState(
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return _state.GraphicsState.CreateShaderGraphicsState(
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!_isVulkan,
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_isOpenGL,
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_supportsQuads,
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_supportsQuads,
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_hasGeometryShader,
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_hasGeometryShader,
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_isVulkan || _state.GraphicsState.YNegateEnabled);
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!_isOpenGL || _state.GraphicsState.YNegateEnabled);
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}
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}
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/// <inheritdoc/>
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/// <inheritdoc/>
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@ -428,7 +428,9 @@ namespace Ryujinx.Graphics.Metal
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public void SetAlphaTest(bool enable, float reference, CompareOp op)
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public void SetAlphaTest(bool enable, float reference, CompareOp op)
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{
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{
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Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
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// This is currently handled using shader specialization, as Metal does not support alpha test.
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// In the future, we may want to use this to write the reference value into the support buffer,
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// to avoid creating one version of the shader per reference value used.
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}
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}
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public void SetBlendState(AdvancedBlendDescriptor blend)
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public void SetBlendState(AdvancedBlendDescriptor blend)
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