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tightly pack the pipeline hash
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5d5df1931f
commit
559d194cc7
3 changed files with 19 additions and 15 deletions
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@ -385,8 +385,9 @@ void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Ve
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pipelineHash.depthFmt = depthStencilRenderTarget->format;
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}
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pipelineHash.lightingEnabled = regs[0x008F] & 1;
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pipelineHash.lightingNumLights = (regs[0x01C2] & 0x7) + 1;
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pipelineHash.lightingNumLights = regs[0x01C2] & 0x7;
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pipelineHash.lightingConfig1 = regs[0x01C4u] >> 16; // Last 16 bits are unused, so skip them
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pipelineHash.alphaControl = regs[0x104];
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// Blending and logic op
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pipelineHash.blendEnabled = (regs[PICA::InternalRegs::ColourOperation] & (1 << 8)) != 0;
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@ -386,6 +386,7 @@ float3 regToColor(uint reg) {
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constant bool lightingEnabled [[function_constant(0)]];
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constant uint8_t lightingNumLights [[function_constant(1)]];
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constant uint8_t lightingConfig1 [[function_constant(2)]];
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constant uint16_t alphaControl [[function_constant(3)]];
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// Implements the following algorthm: https://mathb.in/26766
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void calcLighting(thread DrawVertexOut& in, constant PicaRegs& picaRegs, texture1d_array<float> texLightingLut, sampler linearSampler, thread float4& primaryColor, thread float4& secondaryColor) {
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@ -413,7 +414,7 @@ void calcLighting(thread DrawVertexOut& in, constant PicaRegs& picaRegs, texture
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bool errorUnimpl = false;
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for (uint i = 0u; i < lightingNumLights; i++) {
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for (uint i = 0u; i < lightingNumLights + 1; i++) {
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uint lightID = extract_bits(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i * 3u), 3);
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uint GPUREG_LIGHTi_SPECULAR0 = picaRegs.read(0x0140u + 0x10u * lightID);
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@ -580,7 +581,6 @@ fragment float4 fragmentDraw(DrawVertexOut in [[stage_in]], float4 prevColor [[c
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float4 color = performLogicOp(logicOp, globals.tevSources[15], prevColor);
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// Perform alpha test
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uint alphaControl = picaRegs.read(0x104u);
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if ((alphaControl & 1u) != 0u) { // Check if alpha test is on
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uint func = (alphaControl >> 4u) & 7u;
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float reference = float((alphaControl >> 8u) & 0xffu) / 255.0;
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