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3 changed files with 28 additions and 16 deletions
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@ -512,13 +512,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
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{
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IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
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IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
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if (firstOutput.Location + 1 == secondOutput.Location)
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{
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DeclareOutputDualSourceBlendAttribute(context, firstOutput.Location);
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outputs = outputs.Skip(2);
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}
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DeclareOutputDualSourceBlendAttribute(context, firstOutput.Location);
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outputs = outputs.Skip(2);
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}
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foreach (IoDefinition ioDefinition in outputs)
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@ -181,13 +181,29 @@ namespace Ryujinx.Graphics.Shader.Translation
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private static void EmitOutputsInitialization(EmitterContext context, AttributeUsage attributeUsage, IGpuAccessor gpuAccessor, ShaderStage stage)
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{
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// Compute has no output attributes, and fragment is the last stage, so we
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// don't need to initialize outputs on those stages.
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if (stage == ShaderStage.Compute || stage == ShaderStage.Fragment)
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// Compute has no output attributes, so we
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// don't need to initialize outputs on that stage.
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if (stage == ShaderStage.Compute)
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{
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return;
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}
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if (stage == ShaderStage.Fragment)
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{
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// Fragment is the last stage, so we don't need to
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// initialize outputs unless we're using DSB, in which
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// we need to make sure the ouput has a valid value.
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if (gpuAccessor.QueryGraphicsState().DualSourceBlendEnable)
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{
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for (int i = 0; i < 4; i++)
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{
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context.Store(StorageKind.Output, IoVariable.FragmentOutputColor, null, Const(1), Const(i), ConstF(0));
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}
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}
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return;
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}
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if (stage == ShaderStage.Vertex)
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{
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InitializeVertexOutputs(context);
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@ -4943,7 +4943,7 @@
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"th_TH": "",
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"tr_TR": "",
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"uk_UA": "",
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"zh_CN": "",
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"zh_CN": "涡轮模式倍数:",
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"zh_TW": ""
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}
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},
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@ -4968,7 +4968,7 @@
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"th_TH": "",
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"tr_TR": "",
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"uk_UA": "",
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"zh_CN": "",
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"zh_CN": "涡轮模式倍数的目标值。\n\n如果不确定请保留为 200。",
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"zh_TW": ""
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}
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},
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@ -4993,7 +4993,7 @@
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"th_TH": "",
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"tr_TR": "",
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"uk_UA": "",
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"zh_CN": "",
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"zh_CN": "涡轮模式是一种模拟器功能当游戏对帧率不敏感时它可以有效地导致加速或降速。\n您可以在游戏中使用热键切换此功能,它可以在 Ryujinx 的键盘热键设置进行设置。\n\n如果不确定则保留为 200。",
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"zh_TW": ""
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}
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},
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@ -18218,7 +18218,7 @@
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"th_TH": "",
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"tr_TR": "",
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"uk_UA": "",
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"zh_CN": "",
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"zh_CN": "{0} FPS ({1}ms), 涡轮 ({2}%)",
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"zh_TW": ""
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}
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},
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@ -23968,7 +23968,7 @@
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"th_TH": "",
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"tr_TR": "",
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"uk_UA": "",
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"zh_CN": "",
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"zh_CN": "涡轮模式: ",
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"zh_TW": ""
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}
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},
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@ -23993,7 +23993,7 @@
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"th_TH": "",
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"tr_TR": "",
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"uk_UA": "",
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"zh_CN": "",
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"zh_CN": "涡轮模式热键。\n可以在 Ryujinx CPU 设置中配置涡轮模式的行为。\n\n如果不确定请保留为未绑定。",
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"zh_TW": ""
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}
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},
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@ -24018,7 +24018,7 @@
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"th_TH": "",
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"tr_TR": "",
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"uk_UA": "",
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"zh_CN": "",
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"zh_CN": "仅在按下时",
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"zh_TW": ""
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}
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},
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