Add support for alpha to coverage dithering (#3069)
* Add support for alpha to coverage dithering * Shader cache version bump * Fix wrong alpha register * Ensure support buffer is cleared * New shader specialization based approach
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20 changed files with 217 additions and 34 deletions
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@ -30,6 +30,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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public readonly bool ViewportTransformDisable;
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/// <summary>
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/// Indicates whenever alpha-to-coverage is enabled.
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/// </summary>
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public readonly bool AlphaToCoverageEnable;
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/// <summary>
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/// Indicates whenever alpha-to-coverage dithering is enabled.
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/// </summary>
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public readonly bool AlphaToCoverageDitherEnable;
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/// <summary>
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/// Creates a new GPU graphics state.
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/// </summary>
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@ -37,12 +47,22 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="topology">Primitive topology</param>
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/// <param name="tessellationMode">Tessellation mode</param>
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/// <param name="viewportTransformDisable">Indicates whenever the viewport transform is disabled</param>
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public GpuChannelGraphicsState(bool earlyZForce, PrimitiveTopology topology, TessMode tessellationMode, bool viewportTransformDisable)
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/// <param name="alphaToCoverageEnable">Indicates whenever alpha-to-coverage is enabled</param>
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/// <param name="alphaToCoverageDitherEnable">Indicates whenever alpha-to-coverage dithering is enabled</param>
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public GpuChannelGraphicsState(
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bool earlyZForce,
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PrimitiveTopology topology,
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TessMode tessellationMode,
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bool viewportTransformDisable,
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bool alphaToCoverageEnable,
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bool alphaToCoverageDitherEnable)
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{
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EarlyZForce = earlyZForce;
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Topology = topology;
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TessellationMode = tessellationMode;
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ViewportTransformDisable = viewportTransformDisable;
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AlphaToCoverageEnable = alphaToCoverageEnable;
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AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
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}
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}
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}
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