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https://github.com/RPCS3/rpcs3.git
synced 2024-11-17 08:11:51 +00:00
Remove braces around shader source strings (warnings)
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parent
d0eae7bab1
commit
a124ec4a26
@ -277,7 +277,6 @@ namespace gl
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depth_convert_pass()
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{
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vs_src =
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{
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"#version 420\n\n"
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"uniform vec2 tex_scale;\n"
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"out vec2 tc0;\n"
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@ -288,11 +287,9 @@ namespace gl
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" vec2 coords[] = {vec2(0., 0.), vec2(1., 0.), vec2(0., 1.), vec2(1., 1.)};\n"
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" gl_Position = vec4(positions[gl_VertexID % 4], 0., 1.);\n"
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" tc0 = coords[gl_VertexID % 4] * tex_scale;\n"
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"}\n"
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};
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"}\n";
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fs_src =
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{
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"#version 420\n\n"
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"in vec2 tc0;\n"
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"layout(binding=31) uniform sampler2D fs0;\n"
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@ -301,8 +298,7 @@ namespace gl
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"{\n"
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" vec4 rgba_in = texture(fs0, tc0);\n"
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" gl_FragDepth = rgba_in.w * 0.99609 + rgba_in.x * 0.00389 + rgba_in.y * 0.00002;\n"
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"}\n"
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};
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"}\n";
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}
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void run(const areai& src_area, const areai& dst_area, gl::texture* source, gl::texture* target)
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@ -325,18 +321,15 @@ namespace gl
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rgba8_unorm_rg16_sfloat_convert_pass()
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{
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vs_src =
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{
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"#version 420\n\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n"
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" gl_Position = vec4(positions[gl_VertexID % 4], 0., 1.);\n"
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"}\n"
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};
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"}\n";
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fs_src =
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{
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"#version 420\n\n"
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"layout(binding=31) uniform sampler2D fs0;\n"
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"layout(location=0) out vec4 ocol;\n"
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@ -345,8 +338,7 @@ namespace gl
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"{\n"
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" uint value = packUnorm4x8(texelFetch(fs0, ivec2(gl_FragCoord.xy), 0).zyxw);\n"
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" ocol.xy = unpackHalf2x16(value);\n"
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"}\n"
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};
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"}\n";
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}
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void run(u16 w, u16 h, GLuint target, GLuint source)
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@ -371,7 +363,6 @@ namespace gl
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ui_overlay_renderer()
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{
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vs_src =
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{
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"#version 420\n\n"
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"layout(location=0) in vec4 in_pos;\n"
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"layout(location=0) out vec2 tc0;\n"
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@ -396,11 +387,9 @@ namespace gl
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" window_coord.y = (1. - window_coord.y); // Invert y axis\n"
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" vec4 pos = vec4(window_coord, 0., 1.);\n"
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" gl_Position = (pos + pos) - 1.;\n"
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"}\n"
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};
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"}\n";
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fs_src =
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{
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"#version 420\n\n"
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"layout(binding=31) uniform sampler2D fs0;\n"
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"layout(location=0) in vec2 tc0;\n"
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@ -482,8 +471,7 @@ namespace gl
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" ocol = sample_image(fs0, tc0) * diff_color;\n"
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" else\n"
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" ocol = diff_color;\n"
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"}\n"
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};
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"}\n";
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// Smooth filtering required for inputs
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input_filter = GL_LINEAR;
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@ -682,7 +670,6 @@ namespace gl
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video_out_calibration_pass()
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{
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vs_src =
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{
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"#version 420\n\n"
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"layout(location=0) out vec2 tc0;\n"
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"uniform float x_scale;\n"
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@ -697,11 +684,9 @@ namespace gl
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" tc0 = coords[gl_VertexID % 4];\n"
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" vec2 pos = positions[gl_VertexID % 4] * vec2(x_scale, y_scale) + (2. * vec2(x_offset, y_offset));\n"
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" gl_Position = vec4(pos, 0., 1.);\n"
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"}\n"
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};
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"}\n";
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fs_src =
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{
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"#version 420\n\n"
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"layout(binding=31) uniform sampler2D fs0;\n"
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"layout(location=0) in vec2 tc0;\n"
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@ -718,8 +703,7 @@ namespace gl
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" ocol = ((color * 220.) + 16.) / 255.;\n"
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" else\n"
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" ocol = color;\n"
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"}\n"
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};
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"}\n";
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input_filter = GL_LINEAR;
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}
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@ -205,20 +205,14 @@ namespace vk
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cs_shuffle_base()
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{
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work_kernel =
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{
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" value = data[index];\n"
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" data[index] = %f(value);\n"
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};
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" data[index] = %f(value);\n";
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loop_advance =
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{
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" index++;\n"
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};
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" index++;\n";
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suffix =
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{
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"}\n"
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};
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"}\n";
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}
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void build(const char* function_name, u32 _kernel_size = 0)
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@ -229,7 +223,6 @@ namespace vk
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kernel_size = _kernel_size? _kernel_size : optimal_kernel_size;
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m_src =
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{
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"#version 430\n"
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"layout(local_size_x=%ws, local_size_y=1, local_size_z=1) in;\n"
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"layout(std430, set=0, binding=0) buffer ssbo{ uint data[]; };\n"
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@ -254,8 +247,7 @@ namespace vk
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" uint index = gl_GlobalInvocationID.x * KERNEL_SIZE;\n"
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" uint value;\n"
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" %vars"
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"\n"
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};
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"\n";
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const std::pair<std::string, std::string> syntax_replace[] =
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{
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@ -413,15 +405,13 @@ namespace vk
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uniform_inputs = true;
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variables =
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{
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" uint block_length = params[0].x >> 2;\n"
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" uint z_offset = params[0].y >> 2;\n"
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" uint s_offset = params[0].z >> 2;\n"
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" uint depth;\n"
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" uint stencil;\n"
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" uint stencil_shift;\n"
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" uint stencil_offset;\n"
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};
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" uint stencil_offset;\n";
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}
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void bind_resources() override
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@ -450,7 +440,6 @@ namespace vk
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cs_gather_d24x8()
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{
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work_kernel =
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{
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" if (index >= block_length)\n"
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" return;\n"
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"\n"
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@ -460,8 +449,7 @@ namespace vk
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" stencil = data[stencil_offset + s_offset];\n"
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" stencil = (stencil >> stencil_shift) & 0xFF;\n"
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" value = (depth << 8) | stencil;\n"
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" data[index] = value;\n"
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};
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" data[index] = value;\n";
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cs_shuffle_base::build("");
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}
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@ -472,7 +460,6 @@ namespace vk
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cs_gather_d32x8()
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{
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work_kernel =
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{
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" if (index >= block_length)\n"
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" return;\n"
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"\n"
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@ -482,8 +469,7 @@ namespace vk
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" stencil = data[stencil_offset + s_offset];\n"
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" stencil = (stencil >> stencil_shift) & 0xFF;\n"
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" value = (depth << 8) | stencil;\n"
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" data[index] = value;\n"
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};
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" data[index] = value;\n";
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cs_shuffle_base::build("");
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}
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@ -494,7 +480,6 @@ namespace vk
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cs_scatter_d24x8()
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{
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work_kernel =
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{
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" if (index >= block_length)\n"
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" return;\n"
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"\n"
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@ -503,8 +488,7 @@ namespace vk
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" stencil_offset = (index / 4);\n"
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" stencil_shift = (index % 4) * 8;\n"
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" stencil = (value & 0xFF) << stencil_shift;\n"
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" data[stencil_offset + s_offset] |= stencil;\n"
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};
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" data[stencil_offset + s_offset] |= stencil;\n";
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cs_shuffle_base::build("");
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}
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@ -515,7 +499,6 @@ namespace vk
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cs_scatter_d32x8()
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{
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work_kernel =
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{
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" if (index >= block_length)\n"
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" return;\n"
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"\n"
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@ -524,8 +507,7 @@ namespace vk
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" stencil_offset = (index / 4);\n"
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" stencil_shift = (index % 4) * 8;\n"
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" stencil = (value & 0xFF) << stencil_shift;\n"
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" data[stencil_offset + s_offset] |= stencil;\n"
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};
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" data[stencil_offset + s_offset] |= stencil;\n";
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cs_shuffle_base::build("");
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}
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@ -384,7 +384,6 @@ namespace vk
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depth_convert_pass()
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{
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vs_src =
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{
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"#version 450\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"layout(std140, set=0, binding=0) uniform static_data{ vec4 regs[8]; };\n"
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@ -396,11 +395,9 @@ namespace vk
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" vec2 coords[] = {vec2(0., 0.), vec2(1., 0.), vec2(0., 1.), vec2(1., 1.)};\n"
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" gl_Position = vec4(positions[gl_VertexIndex % 4], 0., 1.);\n"
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" tc0 = coords[gl_VertexIndex % 4] * regs[0].xy;\n"
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"}\n"
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};
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"}\n";
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fs_src =
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{
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"#version 420\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shader_stencil_export : enable\n\n"
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@ -411,8 +408,7 @@ namespace vk
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"{\n"
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" vec4 rgba_in = texture(fs0, tc0);\n"
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" gl_FragDepth = rgba_in.w * 0.99609 + rgba_in.x * 0.00389 + rgba_in.y * 0.00002;\n"
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"}\n"
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};
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"}\n";
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renderpass_config.set_depth_mask(true);
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renderpass_config.enable_depth_test(VK_COMPARE_OP_ALWAYS);
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@ -463,7 +459,6 @@ namespace vk
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ui_overlay_renderer()
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{
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vs_src =
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{
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"#version 450\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"layout(location=0) in vec4 in_pos;\n"
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@ -490,11 +485,9 @@ namespace vk
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" vec4 pos = vec4((in_pos.xy * regs[0].zw) / regs[0].xy, 0.5, 1.);\n"
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" pos.xy = snap_to_grid(pos.xy);\n"
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" gl_Position = (pos + pos) - 1.;\n"
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"}\n"
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};
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"}\n";
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fs_src =
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{
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"#version 420\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"layout(set=0, binding=1) uniform sampler2D fs0;\n"
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@ -576,8 +569,7 @@ namespace vk
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" ocol = texture(fs0, tc0).rrrr * diff_color;\n"
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" else\n"
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" ocol = sample_image(fs0, tc0, parameters2.x).bgra * diff_color;\n"
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"}\n"
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};
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"}\n";
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renderpass_config.set_attachment_count(1);
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renderpass_config.set_color_mask(true, true, true, true);
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@ -823,7 +815,6 @@ namespace vk
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attachment_clear_pass()
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{
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vs_src =
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{
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"#version 450\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"layout(push_constant) uniform static_data{ vec4 regs[2]; };\n"
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@ -839,11 +830,9 @@ namespace vk
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" color = regs[0];\n"
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" mask = regs[1];\n"
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" gl_Position = vec4(positions[gl_VertexIndex % 4], 0., 1.);\n"
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"}\n"
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};
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"}\n";
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fs_src =
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{
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"#version 420\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"layout(set=0, binding=1) uniform sampler2D fs0;\n"
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@ -856,8 +845,7 @@ namespace vk
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"{\n"
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" vec4 original_color = texture(fs0, tc0);\n"
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" out_color = mix(original_color, color, bvec4(mask));\n"
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"}\n"
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};
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"}\n";
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renderpass_config.set_depth_mask(false);
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renderpass_config.set_color_mask(true, true, true, true);
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