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st/vega: Add support for per-channel alpha.
Drawing an image in VG_DRAW_IMAGE_STENCIL mode produces per-channel alpha for use in blending. Add a new shader stage to produce and save it in TEMP[1]. For other modes that do not need per-channel alpha, the stage does MOV TEMP[1], TEMP[0].wwww
This commit is contained in:
parent
a19eaaa6c1
commit
e8ff3931f8
4 changed files with 140 additions and 41 deletions
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@ -181,7 +181,9 @@ image_normal( struct ureg_program *ureg,
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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, *out, TGSI_TEXTURE_2D, in[1], sampler[3]);
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/* store and pass image color in TEMP[1] */
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ureg_TEX(ureg, temp[1], TGSI_TEXTURE_2D, in[1], sampler[3]);
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ureg_MOV(ureg, *out, ureg_src(temp[1]));
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}
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@ -193,6 +195,7 @@ image_multiply( struct ureg_program *ureg,
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struct ureg_dst *temp,
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struct ureg_src *constant)
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{
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/* store and pass image color in TEMP[1] */
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ureg_TEX(ureg, temp[1], TGSI_TEXTURE_2D, in[1], sampler[3]);
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ureg_MUL(ureg, *out, ureg_src(temp[0]), ureg_src(temp[1]));
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}
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@ -206,8 +209,9 @@ image_stencil( struct ureg_program *ureg,
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struct ureg_dst *temp,
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struct ureg_src *constant)
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{
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/* store and pass image color in TEMP[1] */
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ureg_TEX(ureg, temp[1], TGSI_TEXTURE_2D, in[1], sampler[3]);
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ureg_MUL(ureg, *out, ureg_src(temp[0]), ureg_src(temp[1]));
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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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@ -218,13 +222,54 @@ color_transform( struct ureg_program *ureg,
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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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/* note that TEMP[1] may already be used for image color */
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ureg_MAD(ureg, temp[2], 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_CLAMP(ureg, temp[2],
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ureg_src(temp[2]),
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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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ureg_MOV(ureg, *out, ureg_src(temp[2]));
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}
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static INLINE void
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alpha_normal( 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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/* save per-channel alpha in TEMP[1] */
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ureg_MOV(ureg, temp[1], ureg_scalar(ureg_src(temp[0]), 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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alpha_per_channel( 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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/* save per-channel alpha in TEMP[1] */
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ureg_MUL(ureg,
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ureg_writemask(temp[1], TGSI_WRITEMASK_W),
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ureg_src(temp[0]),
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ureg_src(temp[1]));
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ureg_MUL(ureg,
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ureg_writemask(temp[1], TGSI_WRITEMASK_XYZ),
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ureg_src(temp[1]),
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ureg_scalar(ureg_src(temp[1]), TGSI_SWIZZLE_W));
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/* update alpha */
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ureg_MOV(ureg,
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ureg_writemask(temp[0], TGSI_WRITEMASK_W),
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ureg_src(temp[1]));
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ureg_MOV(ureg, *out, ureg_src(temp[0]));
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}
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/**
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@ -238,8 +283,8 @@ blend_generic(struct ureg_program *ureg,
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VGBlendMode mode,
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struct ureg_dst out,
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struct ureg_src src,
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struct ureg_src dst,
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struct ureg_src src_channel_alpha,
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struct ureg_src dst,
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struct ureg_src one,
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struct ureg_dst temp[2])
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{
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@ -320,13 +365,13 @@ blend_multiply( struct ureg_program *ureg,
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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[2]);
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ureg_TEX(ureg, temp[2], TGSI_TEXTURE_2D, in[0], sampler[2]);
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blend_generic(ureg, VG_BLEND_MULTIPLY, *out,
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ureg_src(temp[0]),
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ureg_src(temp[1]),
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ureg_scalar(ureg_src(temp[0]), TGSI_SWIZZLE_W),
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ureg_src(temp[2]),
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ureg_scalar(constant[3], TGSI_SWIZZLE_Y),
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temp + 2);
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temp + 3);
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}
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static INLINE void
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@ -337,13 +382,13 @@ blend_screen( struct ureg_program *ureg,
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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[2]);
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ureg_TEX(ureg, temp[2], TGSI_TEXTURE_2D, in[0], sampler[2]);
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blend_generic(ureg, VG_BLEND_SCREEN, *out,
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ureg_src(temp[0]),
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ureg_src(temp[1]),
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ureg_scalar(ureg_src(temp[0]), TGSI_SWIZZLE_W),
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ureg_src(temp[2]),
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ureg_scalar(constant[3], TGSI_SWIZZLE_Y),
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temp + 2);
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temp + 3);
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}
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static INLINE void
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@ -354,13 +399,13 @@ blend_darken( struct ureg_program *ureg,
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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[2]);
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ureg_TEX(ureg, temp[2], TGSI_TEXTURE_2D, in[0], sampler[2]);
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blend_generic(ureg, VG_BLEND_DARKEN, *out,
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ureg_src(temp[0]),
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ureg_src(temp[1]),
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ureg_scalar(ureg_src(temp[0]), TGSI_SWIZZLE_W),
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ureg_src(temp[2]),
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ureg_scalar(constant[3], TGSI_SWIZZLE_Y),
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temp + 2);
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temp + 3);
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}
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static INLINE void
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@ -371,13 +416,13 @@ blend_lighten( struct ureg_program *ureg,
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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[2]);
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ureg_TEX(ureg, temp[2], TGSI_TEXTURE_2D, in[0], sampler[2]);
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blend_generic(ureg, VG_BLEND_LIGHTEN, *out,
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ureg_src(temp[0]),
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ureg_src(temp[1]),
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ureg_scalar(ureg_src(temp[0]), TGSI_SWIZZLE_W),
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ureg_src(temp[2]),
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ureg_scalar(constant[3], TGSI_SWIZZLE_Y),
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temp + 2);
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temp + 3);
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}
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static INLINE void
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@ -488,7 +533,7 @@ static const struct shader_asm_info shaders_paint_asm[] = {
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/* image draw modes */
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static const struct shader_asm_info shaders_image_asm[] = {
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{VEGA_IMAGE_NORMAL_SHADER, image_normal,
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VG_TRUE, 0, 0, 3, 1, 0, 0},
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VG_TRUE, 0, 0, 3, 1, 0, 2},
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{VEGA_IMAGE_MULTIPLY_SHADER, image_multiply,
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VG_TRUE, 0, 0, 3, 1, 0, 2},
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{VEGA_IMAGE_STENCIL_SHADER, image_stencil,
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@ -497,19 +542,26 @@ static const struct shader_asm_info shaders_image_asm[] = {
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static const struct shader_asm_info shaders_color_transform_asm[] = {
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{VEGA_COLOR_TRANSFORM_SHADER, color_transform,
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VG_FALSE, 0, 4, 0, 0, 0, 2}
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VG_FALSE, 0, 4, 0, 0, 0, 3}
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};
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static const struct shader_asm_info shaders_alpha_asm[] = {
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{VEGA_ALPHA_NORMAL_SHADER, alpha_normal,
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VG_FALSE, 0, 0, 0, 0, 0, 2},
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{VEGA_ALPHA_PER_CHANNEL_SHADER, alpha_per_channel,
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VG_FALSE, 0, 0, 0, 0, 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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VG_TRUE, 3, 1, 2, 1, 0, 4},
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VG_TRUE, 3, 1, 2, 1, 0, 5},
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{VEGA_BLEND_SCREEN_SHADER, blend_screen,
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VG_TRUE, 3, 1, 2, 1, 0, 4},
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VG_TRUE, 3, 1, 2, 1, 0, 5},
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{VEGA_BLEND_DARKEN_SHADER, blend_darken,
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VG_TRUE, 3, 1, 2, 1, 0, 4},
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VG_TRUE, 3, 1, 2, 1, 0, 5},
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{VEGA_BLEND_LIGHTEN_SHADER, blend_lighten,
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VG_TRUE, 3, 1, 2, 1, 0, 4},
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VG_TRUE, 3, 1, 2, 1, 0, 5},
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};
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static const struct shader_asm_info shaders_mask_asm[] = {
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@ -209,6 +209,7 @@ static void setup_shader_program(struct shader *shader)
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VGint shader_id = 0;
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VGBlendMode blend_mode = ctx->state.vg.blend_mode;
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VGboolean black_white = is_format_bw(shader);
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VGboolean advanced_blend;
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/* 1st stage: fill */
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if (!shader->drawing_image ||
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@ -257,22 +258,47 @@ static void setup_shader_program(struct shader *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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break;
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case VG_BLEND_SCREEN:
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shader_id |= VEGA_BLEND_SCREEN_SHADER;
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break;
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case VG_BLEND_DARKEN:
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shader_id |= VEGA_BLEND_DARKEN_SHADER;
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break;
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case VG_BLEND_LIGHTEN:
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shader_id |= VEGA_BLEND_LIGHTEN_SHADER;
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advanced_blend = VG_TRUE;
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break;
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default:
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/* handled by pipe_blend_state */
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advanced_blend = VG_FALSE;
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break;
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}
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if (advanced_blend) {
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if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
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shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
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else
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shader_id |= VEGA_ALPHA_NORMAL_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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break;
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case VG_BLEND_SCREEN:
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shader_id |= VEGA_BLEND_SCREEN_SHADER;
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break;
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case VG_BLEND_DARKEN:
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shader_id |= VEGA_BLEND_DARKEN_SHADER;
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break;
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case VG_BLEND_LIGHTEN:
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shader_id |= VEGA_BLEND_LIGHTEN_SHADER;
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break;
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default:
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assert(0);
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break;
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}
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}
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else {
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/* update alpha of the source */
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if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
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shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
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}
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if (shader->masking)
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shader_id |= VEGA_MASK_SHADER;
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@ -53,12 +53,13 @@
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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) 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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* 4) Per-channel alpha generation
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* 5) Extended blend (multiply/screen/darken/lighten)
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* 6) Mask
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* 7) Premultiply/Unpremultiply
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* 8) Color transform (to black and white)
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*/
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#define SHADER_STAGES 7
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#define SHADER_STAGES 8
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struct cached_shader {
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void *driver_shader;
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@ -301,6 +302,20 @@ create_shader(struct pipe_context *pipe,
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}
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/* fourth stage */
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sh = SHADERS_GET_ALPHA_SHADER(id);
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switch (sh) {
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case VEGA_ALPHA_NORMAL_SHADER:
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case VEGA_ALPHA_PER_CHANNEL_SHADER:
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shaders[idx] = &shaders_alpha_asm[
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(sh >> SHADERS_ALPHA_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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default:
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break;
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}
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/* fifth stage */
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sh = SHADERS_GET_BLEND_SHADER(id);
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switch (sh) {
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case VEGA_BLEND_MULTIPLY_SHADER:
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@ -315,7 +330,7 @@ create_shader(struct pipe_context *pipe,
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break;
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}
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/* fifth stage */
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/* sixth stage */
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sh = SHADERS_GET_MASK_SHADER(id);
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switch (sh) {
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case VEGA_MASK_SHADER:
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@ -327,7 +342,7 @@ create_shader(struct pipe_context *pipe,
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break;
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}
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/* sixth stage */
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/* seventh stage */
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sh = SHADERS_GET_PREMULTIPLY_SHADER(id);
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switch (sh) {
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case VEGA_PREMULTIPLY_SHADER:
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@ -341,7 +356,7 @@ create_shader(struct pipe_context *pipe,
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break;
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}
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/* seventh stage */
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/* eighth stage */
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sh = SHADERS_GET_BW_SHADER(id);
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switch (sh) {
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case VEGA_BW_SHADER:
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@ -36,6 +36,7 @@ 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_ALPHA_BITS 2
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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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@ -44,7 +45,8 @@ struct shaders_cache;
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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_BLEND_SHIFT (SHADERS_COLOR_TRANSFORM_SHIFT + _SHADERS_COLOR_TRANSFORM_BITS)
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#define SHADERS_ALPHA_SHIFT (SHADERS_COLOR_TRANSFORM_SHIFT + _SHADERS_COLOR_TRANSFORM_BITS)
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#define SHADERS_BLEND_SHIFT (SHADERS_ALPHA_SHIFT + _SHADERS_ALPHA_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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@ -55,6 +57,7 @@ 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_ALPHA_SHADER(id) _SHADERS_GET_STAGE(ALPHA, 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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@ -73,6 +76,9 @@ enum VegaShaderType {
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VEGA_COLOR_TRANSFORM_SHADER = 1 << SHADERS_COLOR_TRANSFORM_SHIFT,
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VEGA_ALPHA_NORMAL_SHADER = 1 << SHADERS_ALPHA_SHIFT,
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VEGA_ALPHA_PER_CHANNEL_SHADER = 2 << SHADERS_ALPHA_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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