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GPU: Remove leftovers from hardware tessellation
The GLES sampler uniforms and texture slots for the control points and weights, the Vulkan storage buffer bindings, and the u_spline_counts uniform, which becomes padding (the C++ side already was). Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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@@ -50,9 +50,6 @@ enum {
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TEX_SLOT_SHADERBLEND_SRC = 1,
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TEX_SLOT_ALPHATEST = 2,
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TEX_SLOT_CLUT = 3,
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TEX_SLOT_SPLINE_POINTS = 4,
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TEX_SLOT_SPLINE_WEIGHTS_U = 5,
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TEX_SLOT_SPLINE_WEIGHTS_V = 6,
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};
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enum FBOTexState {
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@@ -58,7 +58,7 @@ R"( mat4 u_proj;
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vec2 u_rasterOffset; vec2 u_minZmaxZ;
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vec4 u_uvscaleoffset;
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vec4 u_matambientalpha;
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uint u_spline_counts;
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uint pad0;
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uint u_depal_mask_shift_off_fmt;
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uint u_colorWriteMask;
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float u_mipBias;
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@@ -170,12 +170,6 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
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queries.push_back({ &u_lightspecular[i], lightspecular_names[i] });
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}
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// We need to fetch these unconditionally, gstate_c.spline or bezier will not be set if we
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// create this shader at load time from the shader cache.
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queries.push_back({ &u_tess_points, "u_tess_points" });
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queries.push_back({ &u_tess_weights_u, "u_tess_weights_u" });
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queries.push_back({ &u_tess_weights_v, "u_tess_weights_v" });
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queries.push_back({ &u_spline_counts, "u_spline_counts" });
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queries.push_back({ &u_depal_mask_shift_off_fmt, "u_depal_mask_shift_off_fmt" });
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queries.push_back({ &u_mipBias, "u_mipBias" });
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@@ -183,14 +177,11 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
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availableUniforms = vs->GetUniformMask() | fs->GetUniformMask();
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std::vector<GLRProgram::Initializer> initialize;
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initialize.reserve(7);
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initialize.reserve(4);
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initialize.push_back({ &u_tex, 0, TEX_SLOT_PSP_TEXTURE });
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initialize.push_back({ &u_fbotex, 0, TEX_SLOT_SHADERBLEND_SRC });
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initialize.push_back({ &u_testtex, 0, TEX_SLOT_ALPHATEST });
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initialize.push_back({ &u_pal, 0, TEX_SLOT_CLUT }); // CLUT
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initialize.push_back({ &u_tess_points, 0, TEX_SLOT_SPLINE_POINTS }); // Control Points
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initialize.push_back({ &u_tess_weights_u, 0, TEX_SLOT_SPLINE_WEIGHTS_U });
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initialize.push_back({ &u_tess_weights_v, 0, TEX_SLOT_SPLINE_WEIGHTS_V });
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GLRProgramFlags flags{};
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flags.supportDualSource = gstate_c.Use(GPU_USE_DUALSOURCE_BLEND);
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@@ -122,12 +122,6 @@ public:
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int u_lightdiffuse[4]; // each light consist of vec4[3]
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int u_lightspecular[4]; // attenuation
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int u_lightambient[4]; // attenuation
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// Spline Tessellation
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int u_tess_points; // Control Points
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int u_tess_weights_u;
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int u_tess_weights_v;
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int u_spline_counts;
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};
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// Real public interface
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@@ -69,10 +69,7 @@ enum {
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DRAW_BINDING_DYNUBO_BASE = 3,
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DRAW_BINDING_DYNUBO_LIGHT = 4,
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DRAW_BINDING_DYNUBO_BONE = 5,
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DRAW_BINDING_TESS_STORAGE_BUF = 6,
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DRAW_BINDING_TESS_STORAGE_BUF_WU = 7,
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DRAW_BINDING_TESS_STORAGE_BUF_WV = 8,
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DRAW_BINDING_COUNT = 9,
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DRAW_BINDING_COUNT = 6,
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};
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// Handles transform, lighting and drawing.
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