255 lines
7.9 KiB
C++
255 lines
7.9 KiB
C++
// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <functional>
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#include <optional>
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#include "common/hash.h"
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#include "video_core/regs.h"
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#include "video_core/shader/shader.h"
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namespace OpenGL {
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namespace ShaderDecompiler {
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struct ProgramResult;
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}
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enum class ProgramType : u32 { VS, GS, FS };
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enum Attributes {
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ATTRIBUTE_POSITION,
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ATTRIBUTE_COLOR,
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ATTRIBUTE_TEXCOORD0,
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ATTRIBUTE_TEXCOORD1,
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ATTRIBUTE_TEXCOORD2,
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ATTRIBUTE_TEXCOORD0_W,
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ATTRIBUTE_NORMQUAT,
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ATTRIBUTE_VIEW,
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};
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// Doesn't include const_color because we don't sync it, see comment in BuildFromRegs()
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struct TevStageConfigRaw {
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u32 sources_raw;
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u32 modifiers_raw;
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u32 ops_raw;
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u32 scales_raw;
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explicit operator Pica::TexturingRegs::TevStageConfig() const noexcept {
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Pica::TexturingRegs::TevStageConfig stage;
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stage.sources_raw = sources_raw;
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stage.modifiers_raw = modifiers_raw;
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stage.ops_raw = ops_raw;
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stage.const_color = 0;
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stage.scales_raw = scales_raw;
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return stage;
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}
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};
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struct PicaFSConfigState {
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Pica::FramebufferRegs::CompareFunc alpha_test_func;
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Pica::RasterizerRegs::ScissorMode scissor_test_mode;
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Pica::TexturingRegs::TextureConfig::TextureType texture0_type;
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bool texture2_use_coord1;
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std::array<TevStageConfigRaw, 6> tev_stages;
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u8 combiner_buffer_input;
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Pica::RasterizerRegs::DepthBuffering depthmap_enable;
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Pica::TexturingRegs::FogMode fog_mode;
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bool fog_flip;
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bool alphablend_enable;
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Pica::FramebufferRegs::LogicOp logic_op;
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struct {
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struct {
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unsigned num;
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bool directional;
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bool two_sided_diffuse;
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bool dist_atten_enable;
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bool spot_atten_enable;
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bool geometric_factor_0;
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bool geometric_factor_1;
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bool shadow_enable;
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} light[8];
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bool enable;
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unsigned src_num;
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Pica::LightingRegs::LightingBumpMode bump_mode;
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unsigned bump_selector;
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bool bump_renorm;
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bool clamp_highlights;
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Pica::LightingRegs::LightingConfig config;
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bool enable_primary_alpha;
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bool enable_secondary_alpha;
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bool enable_shadow;
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bool shadow_primary;
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bool shadow_secondary;
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bool shadow_invert;
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bool shadow_alpha;
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unsigned shadow_selector;
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struct {
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bool enable;
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bool abs_input;
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Pica::LightingRegs::LightingLutInput type;
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float scale;
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} lut_d0, lut_d1, lut_sp, lut_fr, lut_rr, lut_rg, lut_rb;
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} lighting;
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struct {
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bool enable;
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u32 coord;
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Pica::TexturingRegs::ProcTexClamp u_clamp, v_clamp;
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Pica::TexturingRegs::ProcTexCombiner color_combiner, alpha_combiner;
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bool separate_alpha;
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bool noise_enable;
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Pica::TexturingRegs::ProcTexShift u_shift, v_shift;
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u32 lut_width;
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u32 lut_offset0;
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u32 lut_offset1;
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u32 lut_offset2;
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u32 lut_offset3;
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u32 lod_min;
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u32 lod_max;
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Pica::TexturingRegs::ProcTexFilter lut_filter;
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} proctex;
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bool shadow_rendering;
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bool shadow_texture_orthographic;
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};
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/**
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* This struct contains all state used to generate the GLSL fragment shader that emulates the
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* current Pica register configuration. This struct is used as a cache key for generated GLSL shader
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* programs. The functions in gl_shader_gen.cpp should retrieve state from this struct only, not by
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* directly accessing Pica registers. This should reduce the risk of bugs in shader generation where
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* Pica state is not being captured in the shader cache key, thereby resulting in (what should be)
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* two separate shaders sharing the same key.
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*/
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struct PicaFSConfig : Common::HashableStruct<PicaFSConfigState> {
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/// Construct a PicaFSConfig with the given Pica register configuration.
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static PicaFSConfig BuildFromRegs(const Pica::Regs& regs);
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bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const {
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return (stage_index < 4) && (state.combiner_buffer_input & (1 << stage_index));
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}
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bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const {
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return (stage_index < 4) && ((state.combiner_buffer_input >> 4) & (1 << stage_index));
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}
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};
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/**
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* This struct contains common information to identify a GL vertex/geometry shader generated from
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* PICA vertex/geometry shader.
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*/
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struct PicaShaderConfigCommon {
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void Init(const Pica::ShaderRegs& regs, Pica::Shader::ShaderSetup& setup);
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u64 program_hash;
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u64 swizzle_hash;
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u32 main_offset;
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bool sanitize_mul;
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u32 num_outputs;
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// output_map[output register index] -> output attribute index
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std::array<u32, 16> output_map;
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};
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/**
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* This struct contains information to identify a GL vertex shader generated from PICA vertex
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* shader.
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*/
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struct PicaVSConfig : Common::HashableStruct<PicaShaderConfigCommon> {
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explicit PicaVSConfig(const Pica::ShaderRegs& regs, Pica::Shader::ShaderSetup& setup) {
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state.Init(regs, setup);
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}
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explicit PicaVSConfig(const PicaShaderConfigCommon& conf) {
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state = conf;
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}
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};
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struct PicaGSConfigCommonRaw {
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void Init(const Pica::Regs& regs);
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u32 vs_output_attributes;
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u32 gs_output_attributes;
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struct SemanticMap {
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u32 attribute_index;
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u32 component_index;
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};
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// semantic_maps[semantic name] -> GS output attribute index + component index
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std::array<SemanticMap, 24> semantic_maps;
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};
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/**
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* This struct contains information to identify a GL geometry shader generated from PICA no-geometry
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* shader pipeline
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*/
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struct PicaFixedGSConfig : Common::HashableStruct<PicaGSConfigCommonRaw> {
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explicit PicaFixedGSConfig(const Pica::Regs& regs) {
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state.Init(regs);
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}
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};
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/**
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* Generates the GLSL vertex shader program source code that accepts vertices from software shader
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* and directly passes them to the fragment shader.
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* @param separable_shader generates shader that can be used for separate shader object
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* @returns String of the shader source code
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*/
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ShaderDecompiler::ProgramResult GenerateTrivialVertexShader(bool separable_shader);
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/**
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* Generates the GLSL vertex shader program source code for the given VS program
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* @returns String of the shader source code; boost::none on failure
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*/
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std::optional<ShaderDecompiler::ProgramResult> GenerateVertexShader(
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const Pica::Shader::ShaderSetup& setup, const PicaVSConfig& config, bool separable_shader);
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/*
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* Generates the GLSL fixed geometry shader program source code for non-GS PICA pipeline
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* @returns String of the shader source code
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*/
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ShaderDecompiler::ProgramResult GenerateFixedGeometryShader(const PicaFixedGSConfig& config,
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bool separable_shader);
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/**
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* Generates the GLSL fragment shader program source code for the current Pica state
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* @param config ShaderCacheKey object generated for the current Pica state, used for the shader
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* configuration (NOTE: Use state in this struct only, not the Pica registers!)
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* @param separable_shader generates shader that can be used for separate shader object
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* @returns String of the shader source code
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*/
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ShaderDecompiler::ProgramResult GenerateFragmentShader(const PicaFSConfig& config,
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bool separable_shader);
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} // namespace OpenGL
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namespace std {
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template <>
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struct hash<OpenGL::PicaFSConfig> {
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std::size_t operator()(const OpenGL::PicaFSConfig& k) const noexcept {
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return k.Hash();
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}
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};
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template <>
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struct hash<OpenGL::PicaVSConfig> {
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std::size_t operator()(const OpenGL::PicaVSConfig& k) const noexcept {
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return k.Hash();
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}
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};
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template <>
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struct hash<OpenGL::PicaFixedGSConfig> {
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std::size_t operator()(const OpenGL::PicaFixedGSConfig& k) const noexcept {
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return k.Hash();
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}
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};
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} // namespace std
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