From 30aa07b1560ba7fa9af292974ef0d1a5887b937a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Mon, 17 Oct 2022 08:34:03 +0200 Subject: [PATCH] Two more renames to make things read better --- GPU/Common/DrawEngineCommon.cpp | 2 +- GPU/Common/FragmentShaderGenerator.cpp | 4 ++-- GPU/Common/GPUStateUtils.cpp | 6 +++--- GPU/GLES/GPU_GLES.cpp | 2 +- GPU/GPUCommon.cpp | 2 +- GPU/GPUState.h | 4 ++-- 6 files changed, 10 insertions(+), 10 deletions(-) diff --git a/GPU/Common/DrawEngineCommon.cpp b/GPU/Common/DrawEngineCommon.cpp index 155589641a2c..495b20651541 100644 --- a/GPU/Common/DrawEngineCommon.cpp +++ b/GPU/Common/DrawEngineCommon.cpp @@ -537,7 +537,7 @@ u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, } void DrawEngineCommon::ApplyFramebufferRead(FBOTexState *fboTexState) { - if (gstate_c.Use(GPU_USE_ANY_FRAMEBUFFER_FETCH)) { + if (gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH)) { *fboTexState = FBO_TEX_READ_FRAMEBUFFER; } else { gpuStats.numCopiesForShaderBlend++; diff --git a/GPU/Common/FragmentShaderGenerator.cpp b/GPU/Common/FragmentShaderGenerator.cpp index e465e37ad16b..5fe27b19c0bb 100644 --- a/GPU/Common/FragmentShaderGenerator.cpp +++ b/GPU/Common/FragmentShaderGenerator.cpp @@ -137,8 +137,8 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu bool needFramebufferRead = replaceBlend == REPLACE_BLEND_READ_FRAMEBUFFER || colorWriteMask || replaceLogicOp; - bool fetchFramebuffer = needFramebufferRead && gstate_c.Use(GPU_USE_ANY_FRAMEBUFFER_FETCH); - bool readFramebufferTex = needFramebufferRead && !gstate_c.Use(GPU_USE_ANY_FRAMEBUFFER_FETCH); + bool fetchFramebuffer = needFramebufferRead && gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH); + bool readFramebufferTex = needFramebufferRead && !gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH); bool needFragCoord = readFramebufferTex || gstate_c.Use(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT); bool writeDepth = gstate_c.Use(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT); diff --git a/GPU/Common/GPUStateUtils.cpp b/GPU/Common/GPUStateUtils.cpp index 1d2ceaaca0ea..47d11afb4a77 100644 --- a/GPU/Common/GPUStateUtils.cpp +++ b/GPU/Common/GPUStateUtils.cpp @@ -312,7 +312,7 @@ ReplaceBlendType ReplaceBlendWithShader(GEBufferFormat bufferFormat) { case GE_DSTBLEND_DOUBLESRCALPHA: // We can't technically do this correctly (due to clamping) without reading the dst color. // Using a copy isn't accurate either, though, when there's overlap. - if (gstate_c.Use(GPU_USE_ANY_FRAMEBUFFER_FETCH)) + if (gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH)) return REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_PRE_SRC_2X_ALPHA; @@ -454,14 +454,14 @@ ReplaceBlendType ReplaceBlendWithShader(GEBufferFormat bufferFormat) { case GE_DSTBLEND_DOUBLESRCALPHA: if (funcA == GE_SRCBLEND_SRCALPHA || funcA == GE_SRCBLEND_INVSRCALPHA) { // Can't safely double alpha, will clamp. However, a copy may easily be worse due to overlap. - if (gstate_c.Use(GPU_USE_ANY_FRAMEBUFFER_FETCH)) + if (gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH)) return REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_PRE_SRC_2X_ALPHA; } else { // This means dst alpha/color is used in the src factor. // Unfortunately, copying here causes overlap problems in Silent Hill games (it seems?) // We will just hope that doubling alpha for the dst factor will not clamp too badly. - if (gstate_c.Use(GPU_USE_ANY_FRAMEBUFFER_FETCH)) + if (gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH)) return REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_2X_ALPHA; } diff --git a/GPU/GLES/GPU_GLES.cpp b/GPU/GLES/GPU_GLES.cpp index e71557c7eedf..c2740460db9d 100644 --- a/GPU/GLES/GPU_GLES.cpp +++ b/GPU/GLES/GPU_GLES.cpp @@ -154,7 +154,7 @@ u32 GPU_GLES::CheckGPUFeatures() const { features |= GPU_USE_16BIT_FORMATS; if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD)) - features |= GPU_PREFER_REVERSE_COLOR_ORDER; + features |= GPU_USE_REVERSE_COLOR_ORDER; if (gl_extensions.GLES3 || !gl_extensions.IsGLES) features |= GPU_USE_TEXTURE_LOD_CONTROL; diff --git a/GPU/GPUCommon.cpp b/GPU/GPUCommon.cpp index 49cf93d71271..7a6b3fea88b2 100644 --- a/GPU/GPUCommon.cpp +++ b/GPU/GPUCommon.cpp @@ -3322,7 +3322,7 @@ u32 GPUCommon::CheckGPUFeatures() const { } if (draw_->GetDeviceCaps().framebufferFetchSupported) { - features |= GPU_USE_ANY_FRAMEBUFFER_FETCH; + features |= GPU_USE_FRAMEBUFFER_FETCH; } if (draw_->GetShaderLanguageDesc().bitwiseOps) { diff --git a/GPU/GPUState.h b/GPU/GPUState.h index 881c7b3c69f4..d34b824c8abe 100644 --- a/GPU/GPUState.h +++ b/GPU/GPUState.h @@ -491,7 +491,7 @@ enum { GPU_USE_ACCURATE_DEPTH = FLAG_BIT(17), GPU_USE_GS_CULLING = FLAG_BIT(18), // Geometry shader // Free bit: 19 - GPU_USE_ANY_FRAMEBUFFER_FETCH = FLAG_BIT(20), + GPU_USE_FRAMEBUFFER_FETCH = FLAG_BIT(20), GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT = FLAG_BIT(21), GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT = FLAG_BIT(22), GPU_ROUND_DEPTH_TO_16BIT = FLAG_BIT(23), // Can be disabled either per game or if we use a real 16-bit depth buffer @@ -500,7 +500,7 @@ enum { GPU_USE_TEXTURE_NPOT = FLAG_BIT(28), GPU_USE_CLIP_DISTANCE = FLAG_BIT(29), GPU_USE_CULL_DISTANCE = FLAG_BIT(30), - GPU_PREFER_REVERSE_COLOR_ORDER = FLAG_BIT(31), + GPU_USE_REVERSE_COLOR_ORDER = FLAG_BIT(31), }; struct KnownVertexBounds {