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VideoBackends: Clear uid bits that are unused for the current backend
Currently, this is only the logic op bit, but this will be extended to the framebuffer fetch/blend modes. In the future, when/if we move to VideoCommon pipelines, this state will be part of the pipeline UID anyway, and we can mask it out in the backend by using a two-level map, so the shaders/programs are shared.
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7 changed files with 30 additions and 2 deletions
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@ -322,6 +322,16 @@ PixelShaderUid GetPixelShaderUid()
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return out;
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}
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void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid)
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{
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pixel_shader_uid_data* uid_data = uid->GetUidData<pixel_shader_uid_data>();
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// OpenGL and Vulkan convert implicitly normalized color outputs to their uint representation.
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// Therefore, it is not necessary to use a uint output on these backends.
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if (ApiType != APIType::D3D)
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uid_data->uint_output = 0;
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}
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void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
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bool per_pixel_lighting, bool bounding_box)
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{
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