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synced 2026-01-13 09:50:17 +01:00
st/vega: Move masking after blending.
Masking should happen after blending. The shader is not entirely correct, but leave it as is for now.
This commit is contained in:
parent
3b4c888653
commit
a19eaaa6c1
4 changed files with 58 additions and 58 deletions
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@ -173,38 +173,6 @@ paint_degenerate( struct ureg_program *ureg,
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ureg_TEX(ureg, *out, TGSI_TEXTURE_1D, ureg_src(temp[1]), sampler[0]);
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}
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static INLINE void
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color_transform( struct ureg_program *ureg,
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struct ureg_dst *out,
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struct ureg_src *in,
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struct ureg_src *sampler,
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struct ureg_dst *temp,
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struct ureg_src *constant)
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{
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ureg_MAD(ureg, temp[1], ureg_src(temp[0]), constant[0], constant[1]);
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/* clamp to [0.0f, 1.0f] */
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ureg_CLAMP(ureg, temp[1],
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ureg_src(temp[1]),
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ureg_scalar(constant[3], TGSI_SWIZZLE_X),
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ureg_scalar(constant[3], TGSI_SWIZZLE_Y));
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ureg_MOV(ureg, *out, ureg_src(temp[1]));
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}
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static INLINE void
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mask( struct ureg_program *ureg,
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struct ureg_dst *out,
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struct ureg_src *in,
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struct ureg_src *sampler,
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struct ureg_dst *temp,
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struct ureg_src *constant)
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{
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ureg_TEX(ureg, temp[1], TGSI_TEXTURE_2D, in[0], sampler[1]);
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ureg_MUL(ureg, ureg_writemask(temp[0], TGSI_WRITEMASK_W),
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ureg_scalar(ureg_src(temp[0]), TGSI_SWIZZLE_W),
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ureg_scalar(ureg_src(temp[1]), TGSI_SWIZZLE_W));
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ureg_MOV(ureg, *out, ureg_src(temp[0]));
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}
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static INLINE void
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image_normal( struct ureg_program *ureg,
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struct ureg_dst *out,
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@ -242,6 +210,23 @@ image_stencil( struct ureg_program *ureg,
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ureg_MUL(ureg, *out, ureg_src(temp[0]), ureg_src(temp[1]));
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}
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static INLINE void
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color_transform( struct ureg_program *ureg,
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struct ureg_dst *out,
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struct ureg_src *in,
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struct ureg_src *sampler,
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struct ureg_dst *temp,
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struct ureg_src *constant)
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{
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ureg_MAD(ureg, temp[1], ureg_src(temp[0]), constant[0], constant[1]);
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/* clamp to [0.0f, 1.0f] */
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ureg_CLAMP(ureg, temp[1],
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ureg_src(temp[1]),
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ureg_scalar(constant[3], TGSI_SWIZZLE_X),
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ureg_scalar(constant[3], TGSI_SWIZZLE_Y));
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ureg_MOV(ureg, *out, ureg_src(temp[1]));
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}
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/**
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* Emit instructions for the specified blend mode. Colors should be
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* premultiplied. Two temporary registers are required.
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@ -395,6 +380,21 @@ blend_lighten( struct ureg_program *ureg,
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temp + 2);
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}
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static INLINE void
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mask( struct ureg_program *ureg,
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struct ureg_dst *out,
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struct ureg_src *in,
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struct ureg_src *sampler,
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struct ureg_dst *temp,
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struct ureg_src *constant)
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{
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ureg_TEX(ureg, temp[1], TGSI_TEXTURE_2D, in[0], sampler[1]);
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ureg_MUL(ureg, ureg_writemask(temp[0], TGSI_WRITEMASK_W),
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ureg_scalar(ureg_src(temp[0]), TGSI_SWIZZLE_W),
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ureg_scalar(ureg_src(temp[1]), TGSI_SWIZZLE_W));
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ureg_MOV(ureg, *out, ureg_src(temp[0]));
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}
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static INLINE void
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premultiply( struct ureg_program *ureg,
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struct ureg_dst *out,
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@ -500,11 +500,6 @@ static const struct shader_asm_info shaders_color_transform_asm[] = {
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VG_FALSE, 0, 4, 0, 0, 0, 2}
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};
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static const struct shader_asm_info shaders_mask_asm[] = {
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{VEGA_MASK_SHADER, mask,
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VG_TRUE, 0, 0, 1, 1, 0, 2}
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};
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/* extra blend modes */
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static const struct shader_asm_info shaders_blend_asm[] = {
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{VEGA_BLEND_MULTIPLY_SHADER, blend_multiply,
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@ -517,6 +512,11 @@ static const struct shader_asm_info shaders_blend_asm[] = {
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VG_TRUE, 3, 1, 2, 1, 0, 4},
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};
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static const struct shader_asm_info shaders_mask_asm[] = {
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{VEGA_MASK_SHADER, mask,
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VG_TRUE, 0, 0, 1, 1, 0, 2}
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};
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/* premultiply */
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static const struct shader_asm_info shaders_premultiply_asm[] = {
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{VEGA_PREMULTIPLY_SHADER, premultiply,
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@ -255,9 +255,6 @@ static void setup_shader_program(struct shader *shader)
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if (shader->color_transform)
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shader_id |= VEGA_COLOR_TRANSFORM_SHADER;
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if (shader->masking)
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shader_id |= VEGA_MASK_SHADER;
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switch(blend_mode) {
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case VG_BLEND_MULTIPLY:
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shader_id |= VEGA_BLEND_MULTIPLY_SHADER;
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@ -276,6 +273,9 @@ static void setup_shader_program(struct shader *shader)
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break;
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}
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if (shader->masking)
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shader_id |= VEGA_MASK_SHADER;
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if (black_white)
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shader_id |= VEGA_BW_SHADER;
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@ -53,8 +53,8 @@
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* 1) Paint generation (color/gradient/pattern)
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* 2) Image composition (normal/multiply/stencil)
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* 3) Color transform
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* 4) Mask
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* 5) Extended blend (multiply/screen/darken/lighten)
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* 4) Extended blend (multiply/screen/darken/lighten)
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* 5) Mask
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* 6) Premultiply/Unpremultiply
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* 7) Color transform (to black and white)
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*/
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@ -301,10 +301,13 @@ create_shader(struct pipe_context *pipe,
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}
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/* fourth stage */
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sh = SHADERS_GET_MASK_SHADER(id);
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sh = SHADERS_GET_BLEND_SHADER(id);
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switch (sh) {
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case VEGA_MASK_SHADER:
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shaders[idx] = &shaders_mask_asm[(sh >> SHADERS_MASK_SHIFT) - 1];
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case VEGA_BLEND_MULTIPLY_SHADER:
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case VEGA_BLEND_SCREEN_SHADER:
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case VEGA_BLEND_DARKEN_SHADER:
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case VEGA_BLEND_LIGHTEN_SHADER:
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shaders[idx] = &shaders_blend_asm[(sh >> SHADERS_BLEND_SHIFT) - 1];
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assert(shaders[idx]->id == sh);
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idx++;
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break;
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@ -313,13 +316,10 @@ create_shader(struct pipe_context *pipe,
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}
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/* fifth stage */
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sh = SHADERS_GET_BLEND_SHADER(id);
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sh = SHADERS_GET_MASK_SHADER(id);
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switch (sh) {
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case VEGA_BLEND_MULTIPLY_SHADER:
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case VEGA_BLEND_SCREEN_SHADER:
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case VEGA_BLEND_DARKEN_SHADER:
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case VEGA_BLEND_LIGHTEN_SHADER:
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shaders[idx] = &shaders_blend_asm[(sh >> SHADERS_BLEND_SHIFT) - 1];
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case VEGA_MASK_SHADER:
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shaders[idx] = &shaders_mask_asm[(sh >> SHADERS_MASK_SHIFT) - 1];
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assert(shaders[idx]->id == sh);
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idx++;
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break;
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@ -36,17 +36,17 @@ struct shaders_cache;
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#define _SHADERS_PAINT_BITS 3
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#define _SHADERS_IMAGE_BITS 2
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#define _SHADERS_COLOR_TRANSFORM_BITS 1
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#define _SHADERS_MASK_BITS 1
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#define _SHADERS_BLEND_BITS 3
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#define _SHADERS_MASK_BITS 1
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#define _SHADERS_PREMULTIPLY_BITS 2
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#define _SHADERS_BW_BITS 1
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#define SHADERS_PAINT_SHIFT (0)
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#define SHADERS_IMAGE_SHIFT (SHADERS_PAINT_SHIFT + _SHADERS_PAINT_BITS)
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#define SHADERS_COLOR_TRANSFORM_SHIFT (SHADERS_IMAGE_SHIFT + _SHADERS_IMAGE_BITS)
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#define SHADERS_MASK_SHIFT (SHADERS_COLOR_TRANSFORM_SHIFT + _SHADERS_COLOR_TRANSFORM_BITS)
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#define SHADERS_BLEND_SHIFT (SHADERS_MASK_SHIFT + _SHADERS_MASK_BITS)
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#define SHADERS_PREMULTIPLY_SHIFT (SHADERS_BLEND_SHIFT + _SHADERS_BLEND_BITS)
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#define SHADERS_BLEND_SHIFT (SHADERS_COLOR_TRANSFORM_SHIFT + _SHADERS_COLOR_TRANSFORM_BITS)
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#define SHADERS_MASK_SHIFT (SHADERS_BLEND_SHIFT + _SHADERS_BLEND_BITS)
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#define SHADERS_PREMULTIPLY_SHIFT (SHADERS_MASK_SHIFT + _SHADERS_MASK_BITS)
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#define SHADERS_BW_SHIFT (SHADERS_PREMULTIPLY_SHIFT + _SHADERS_PREMULTIPLY_BITS)
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#define _SHADERS_GET_STAGE(stage, id) \
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@ -55,8 +55,8 @@ struct shaders_cache;
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#define SHADERS_GET_PAINT_SHADER(id) _SHADERS_GET_STAGE(PAINT, id)
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#define SHADERS_GET_IMAGE_SHADER(id) _SHADERS_GET_STAGE(IMAGE, id)
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#define SHADERS_GET_COLOR_TRANSFORM_SHADER(id) _SHADERS_GET_STAGE(COLOR_TRANSFORM, id)
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#define SHADERS_GET_MASK_SHADER(id) _SHADERS_GET_STAGE(MASK, id)
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#define SHADERS_GET_BLEND_SHADER(id) _SHADERS_GET_STAGE(BLEND, id)
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#define SHADERS_GET_MASK_SHADER(id) _SHADERS_GET_STAGE(MASK, id)
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#define SHADERS_GET_PREMULTIPLY_SHADER(id) _SHADERS_GET_STAGE(PREMULTIPLY, id)
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#define SHADERS_GET_BW_SHADER(id) _SHADERS_GET_STAGE(BW, id)
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@ -73,13 +73,13 @@ enum VegaShaderType {
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VEGA_COLOR_TRANSFORM_SHADER = 1 << SHADERS_COLOR_TRANSFORM_SHIFT,
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VEGA_MASK_SHADER = 1 << SHADERS_MASK_SHIFT,
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VEGA_BLEND_MULTIPLY_SHADER = 1 << SHADERS_BLEND_SHIFT,
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VEGA_BLEND_SCREEN_SHADER = 2 << SHADERS_BLEND_SHIFT,
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VEGA_BLEND_DARKEN_SHADER = 3 << SHADERS_BLEND_SHIFT,
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VEGA_BLEND_LIGHTEN_SHADER = 4 << SHADERS_BLEND_SHIFT,
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VEGA_MASK_SHADER = 1 << SHADERS_MASK_SHIFT,
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VEGA_PREMULTIPLY_SHADER = 1 << SHADERS_PREMULTIPLY_SHIFT,
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VEGA_UNPREMULTIPLY_SHADER = 2 << SHADERS_PREMULTIPLY_SHIFT,
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