Use index fragment shader output when dual source blend is enabled (#4404)
* Use index fragment shader output when dual source blend is enabled * Shader cache version bump * Actually set DualSourceBlendEnabled to true * Fix XML doc --------- Co-authored-by: Ac_K <Acoustik666@gmail.com>
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@ -833,31 +833,13 @@ namespace Ryujinx.Graphics.OpenGL
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(BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
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(BlendingFactorDest)blend.AlphaDstFactor.Convert());
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static bool IsDualSource(BlendFactor factor)
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{
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switch (factor)
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{
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case BlendFactor.Src1Color:
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case BlendFactor.Src1ColorGl:
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case BlendFactor.Src1Alpha:
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case BlendFactor.Src1AlphaGl:
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case BlendFactor.OneMinusSrc1Color:
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case BlendFactor.OneMinusSrc1ColorGl:
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case BlendFactor.OneMinusSrc1Alpha:
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case BlendFactor.OneMinusSrc1AlphaGl:
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return true;
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}
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return false;
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}
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EnsureFramebuffer();
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_framebuffer.SetDualSourceBlend(
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IsDualSource(blend.ColorSrcFactor) ||
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IsDualSource(blend.ColorDstFactor) ||
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IsDualSource(blend.AlphaSrcFactor) ||
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IsDualSource(blend.AlphaDstFactor));
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blend.ColorSrcFactor.IsDualSource() ||
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blend.ColorDstFactor.IsDualSource() ||
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blend.AlphaSrcFactor.IsDualSource() ||
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blend.AlphaDstFactor.IsDualSource());
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if (_blendConstant != blend.BlendConstant)
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{
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