Merge pull request #3638 from ds84182/we-need-more-rounds
Round TEV outputs and the final fragment output in GLSL
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		@@ -523,9 +523,10 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
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        AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name);
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        out += ");\n";
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        out += "vec3 color_output_" + index_name + " = ";
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        // Round the output of each TEV stage to maintain the PICA's 8 bits of precision
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        out += "vec3 color_output_" + index_name + " = byteround(";
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        AppendColorCombiner(out, stage.color_op, "color_results_" + index_name);
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        out += ";\n";
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        out += ");\n";
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        if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) {
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            // result of Dot3_RGBA operation is also placed to the alpha component
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@@ -542,9 +543,9 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
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                                index_name);
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            out += ");\n";
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            out += "float alpha_output_" + index_name + " = ";
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            out += "float alpha_output_" + index_name + " = byteround(";
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            AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name);
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            out += ";\n";
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            out += ");\n";
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        }
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        out += "last_tex_env_out = vec4("
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@@ -1137,6 +1138,22 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
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    return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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    return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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    return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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    return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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    return round(x * 255.0) * (1.0 / 255.0);
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}
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)";
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    if (config.state.proctex.enable)
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@@ -1146,7 +1163,7 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
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    // This maintains the PICA's 8 bits of precision
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    out += R"(
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void main() {
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vec4 rounded_primary_color = round(primary_color * 255.0) / 255.0;
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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)";
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@@ -1221,7 +1238,8 @@ vec4 secondary_fragment_color = vec4(0.0);
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    }
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    out += "gl_FragDepth = depth;\n";
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    out += "color = last_tex_env_out;\n";
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    // Round the final fragment color to maintain the PICA's 8 bits of precision
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    out += "color = byteround(last_tex_env_out);\n";
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    out += "}";
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