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@@ -186,7 +186,7 @@ static const int k_day_tenths[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
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#define FLARE_EDGE 0.12f /* the GHOSTS fade out over this screen fraction at the edges */
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/* Printed in the trace header so logs from different builds can be told apart. */
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#define BUILD_TAG "optest-6d"
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#define BUILD_TAG "optest-6e"
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/* Shadow map: 4096 x 4096, GPU-only (written by the shadow pass, sampled by the floor). In shadPS4
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turn readbackLinearImages off for this title: with it on, this linear target hits its 32 MB
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readback limit. */
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@@ -3347,10 +3347,26 @@ int main(void) {
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g_ps_post_comp_gpu = ps_post_comp_gpu;
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g_ps_post_final_gpu = ps_post_final_gpu;
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UPLOAD_SHADER(ps_ui_gpu, ps_ui_binary);
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g_ps_ui_gpu = ps_ui_gpu;
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for (int m = 0; m < OPT5_MODES; m++) { /* OPCODE_TEST 5 / 6 passes */
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g_o5_ps[m] = gpu_alloc_typed(k_opt5_pass_size[m] + 256, 0x1000, MEM_TYPE_ONION);
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my_memcpy(g_o5_ps[m], k_opt5_pass[m], k_opt5_pass_size[m]);
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}
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{ /* a frame never draws with a shader that is not there: say which */
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static const char* const name[] = {"ps_ui", "ps_post_final", "ps_post_down",
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"ps_post_blur"};
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void* const ptr[] = {g_ps_ui_gpu, g_ps_post_final_gpu, g_ps_post_down_gpu,
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g_ps_post_blur_gpu};
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for (int i = 0; i < 4; i++)
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if (!ptr[i]) {
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trace_msg("shader missing: ");
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trace_msg(name[i]);
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trace_msg("\n");
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}
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for (int m = 0; m < OPT5_MODES; m++)
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if (!g_o5_ps[m])
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trace_msg("shader missing: an OPCODE_TEST pass\n");
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}
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UPLOAD_SHADER(ps_clock_gpu, ps_clock_binary);
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g_ps_clock_gpu = ps_clock_gpu;
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UPLOAD_SHADER(ps_clock_light_gpu, ps_clock_light_binary);
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