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1 Commits
gl-present
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temporarie
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ab2c559a2a |
@@ -9,7 +9,10 @@
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namespace Pica {
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namespace Pica {
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ShaderUnit::ShaderUnit(GeometryEmitter* emitter) : emitter_ptr{emitter} {}
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ShaderUnit::ShaderUnit(GeometryEmitter* emitter) : emitter_ptr{emitter} {
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const Common::Vec4<f24> temp_vec{f24::Zero(), f24::Zero(), f24::Zero(), f24::One()};
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temporary.fill(temp_vec);
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}
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ShaderUnit::~ShaderUnit() = default;
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ShaderUnit::~ShaderUnit() = default;
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@@ -67,16 +67,6 @@ RasterizerCache<T>::RasterizerCache(Memory::MemorySystem& memory_,
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.wrap_s = TextureConfig::WrapMode::ClampToBorder,
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.wrap_s = TextureConfig::WrapMode::ClampToBorder,
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.wrap_t = TextureConfig::WrapMode::ClampToBorder,
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.wrap_t = TextureConfig::WrapMode::ClampToBorder,
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}));
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}));
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auto& null_surface = slot_surfaces[NULL_SURFACE_ID];
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runtime.ClearTexture(null_surface, {
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.texture_level = 0,
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.texture_rect = null_surface.GetScaledRect(),
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.value =
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{
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.color = {0.f, 0.f, 0.f, 0.f},
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},
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});
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}
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}
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template <class T>
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template <class T>
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@@ -63,13 +63,7 @@ static std::string GetVertexInterfaceDeclaration(bool is_output, bool use_clip_p
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if (is_output && separable_shader) {
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if (is_output && separable_shader) {
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// gl_PerVertex redeclaration is required for separate shader object
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// gl_PerVertex redeclaration is required for separate shader object
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out += "out gl_PerVertex {\n";
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out += "out gl_PerVertex {\n";
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// Apple Silicon GPU drivers optimize more aggressively, which can create
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// too much variance and cause visual artifacting in games like Pokemon.
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#ifdef __APPLE__
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out += " invariant vec4 gl_Position;\n";
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out += " invariant vec4 gl_Position;\n";
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#else
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out += " vec4 gl_Position;\n";
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#endif
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if (use_clip_planes) {
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if (use_clip_planes) {
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out += " float gl_ClipDistance[2];\n";
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out += " float gl_ClipDistance[2];\n";
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}
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}
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