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modified tests to reflect no shader patching
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@ -964,49 +964,6 @@ void CreateShaders()
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"\0";
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"\0";
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/**/
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/**/
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/**
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blending depends on MSAA state
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eg. if MSAA is enabled we need to do blending per sample!
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Rr = Rs * sr OP Rd * dr
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Gr = Gs * sg OP Gd * dg
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Br = Bs * sb OP Bd * db
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Ar = As * sa OP Ad * da
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multiplication of factors: v8muld
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OP can be:
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add: v8adds
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sub: v8subs
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reverse sub: v8subs
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factors sx and dx can be:
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zero: small immediate
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one: small immediate
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src color:
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1 - src color: not
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dst color:
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1 - dst color: not
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src alpha:
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1 - src alpha: not
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dst alpha:
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1 - dst alpha: not
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constant color: load immediate
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1 - constant color:
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constant alpha:
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1 - constant alpha:
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24
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16
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16777215: 00ff ffff
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-16777216: ff00 0000
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src alpha saturate:
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i = min(As, 1 - Ad)
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res = (i, i, i, 1)
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1-Ad not(Ad)
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minres = v8min As, 1-Ad
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(minres & (00ff ffff)) | (ff00 0000)
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/**/
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/**/
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/**/
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//display a color
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//display a color
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char fs_asm_code[] =
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char fs_asm_code[] =
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@ -909,7 +909,7 @@ void CreateRenderPass()
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attachDesc[1].format = depthFormat;
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attachDesc[1].format = depthFormat;
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attachDesc[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachDesc[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachDesc[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachDesc[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachDesc[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachDesc[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachDesc[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachDesc[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachDesc[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachDesc[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachDesc[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachDesc[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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@ -1103,6 +1103,9 @@ void CreateShaders()
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/**/
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/**/
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//display a color
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//display a color
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char fs_asm_code[] =
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char fs_asm_code[] =
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"sig_none ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; tlb_z = or.always(b, b, nop, rb15) ; nop = nop(r0, r0) ;"
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"sig_none ; tlb_color_all = or.always(a, a, uni, nop) ; nop = nop(r0, r0) ;"
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"sig_none ; tlb_color_all = or.always(a, a, uni, nop) ; nop = nop(r0, r0) ;"
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"sig_end ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_end ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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@ -1105,6 +1105,9 @@ void CreateShaders()
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//display a color
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//display a color
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char fs_asm_code[] =
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char fs_asm_code[] =
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///omit color write
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///omit color write
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"sig_load_imm ; r0 = load32.always(0xF497EEFF) ; nop = load32() ;"
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"sig_none ; tlb_stencil_setup = or.always(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; tlb_z = or.always(b, b, nop, rb15) ; nop = nop(r0, r0) ;"
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"sig_none ; r0 = or.always(a, a, uni, nop) ; nop = nop(r0, r0) ;"
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"sig_none ; r0 = or.always(a, a, uni, nop) ; nop = nop(r0, r0) ;"
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"sig_end ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_end ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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@ -1115,6 +1118,9 @@ void CreateShaders()
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/**/
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/**/
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//display a color
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//display a color
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char fs_asm_code2[] =
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char fs_asm_code2[] =
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"sig_load_imm ; r0 = load32.always(0xF24DEEFF) ; nop = load32() ;"
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"sig_none ; tlb_stencil_setup = or.always(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; tlb_z = or.always(b, b, nop, rb15) ; nop = nop(r0, r0) ;"
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"sig_none ; tlb_color_all = or.always(a, a, uni, nop) ; nop = nop(r0, r0) ;"
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"sig_none ; tlb_color_all = or.always(a, a, uni, nop) ; nop = nop(r0, r0) ;"
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"sig_end ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_end ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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"sig_none ; nop = nop(r0, r0) ; nop = nop(r0, r0) ;"
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