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The changes look good. The PS_*_FEEDBACK flags were redundant, so removing them makes sense. AA1 uses the depth feedback flag, but adapting it to these changes should be fairly straightforward. |
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Breaks accurate alpha test in D3D12. |
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TJnotJT
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Maybe we can find a way to share it with the other shading languages too, but for now at least that's one less place to desync.
At some point, we could add a utility function in GSShaderEnums.h to generate the #defines, which could work for both HLSL and GLSL.
Switched draw config dump to fmt from iostream and moved its definitions out of headers.
Minor nit: the string representations are now parenthesized instead of following #, so they wouldn’t parse cleanly as YAML. Probably not important unless something relies on that.
Personally I think these should prioritize being human readable, and humans generally consider the enum name more important than the number. If you're worried about machine readability, I also changed the blend prints to print them as actual equations instead of a pile of enum cases. If someone wants a machine readable version, we should just dump the hex number of the entire selector, which would require much less code to turn back into a selector. And wouldn't require a YAML parser, just a sscanf. |
No more checking 3 different flags to decide one thing
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Description of Changes
A bunch of semi-unrelated changes I made while working on the Metal implementation of depth feedback
Rationale behind Changes
Easier to work with
Suggested Testing Steps
Make sure I didn't break depth feedback on non-Metal
Did you use AI to help find, test, or implement this issue or feature?
No