[GPU] Move common-face polygon offset to draw_util
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@@ -1411,7 +1411,6 @@ bool PipelineCache::GetCurrentStateDescription(
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// rasterization will be disabled externally, or the draw call will be dropped
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// early if the vertex shader doesn't export to memory.
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bool cull_front, cull_back;
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float poly_offset = 0.0f, poly_offset_scale = 0.0f;
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if (primitive_polygonal) {
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description_out.front_counter_clockwise = pa_su_sc_mode_cntl.face == 0;
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cull_front = pa_su_sc_mode_cntl.cull_front != 0;
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@@ -1435,10 +1434,6 @@ bool PipelineCache::GetCurrentStateDescription(
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xenos::PolygonType::kTriangles) {
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description_out.fill_mode_wireframe = 1;
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}
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if (!edram_rov_used && pa_su_sc_mode_cntl.poly_offset_front_enable) {
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poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
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poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
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}
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}
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if (!cull_back) {
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// Back faces aren't culled.
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@@ -1446,13 +1441,6 @@ bool PipelineCache::GetCurrentStateDescription(
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xenos::PolygonType::kTriangles) {
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description_out.fill_mode_wireframe = 1;
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}
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// Prefer front depth bias because in general, front faces are the ones
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// that are rendered (except for shadow volumes).
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if (!edram_rov_used && pa_su_sc_mode_cntl.poly_offset_back_enable &&
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poly_offset == 0.0f && poly_offset_scale == 0.0f) {
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poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32;
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poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32;
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}
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}
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if (pa_su_sc_mode_cntl.poly_mode != xenos::PolygonModeEnable::kDualMode) {
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description_out.fill_mode_wireframe = 0;
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@@ -1461,24 +1449,23 @@ bool PipelineCache::GetCurrentStateDescription(
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// Filled front faces only, without culling.
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cull_front = false;
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cull_back = false;
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if (!edram_rov_used && pa_su_sc_mode_cntl.poly_offset_para_enable) {
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poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
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poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
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}
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}
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if (!edram_rov_used) {
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float poly_offset_host_scale = draw_util::GetD3D10PolygonOffsetFactor(
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float polygon_offset, polygon_offset_scale;
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draw_util::GetPreferredFacePolygonOffset(
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regs, primitive_polygonal, polygon_offset_scale, polygon_offset);
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float polygon_offset_host_scale = draw_util::GetD3D10PolygonOffsetFactor(
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regs.Get<reg::RB_DEPTH_INFO>().depth_format, true);
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// Using ceil here just in case a game wants the offset but passes a value
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// that is too small - it's better to apply more offset than to make depth
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// fighting worse or to disable the offset completely (Direct3D 12 takes an
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// integer value).
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description_out.depth_bias =
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int32_t(std::ceil(std::abs(poly_offset * poly_offset_host_scale))) *
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(poly_offset < 0.0f ? -1 : 1);
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// "slope computed in subpixels ([...] 1/16)" - R5xx Acceleration.
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int32_t(
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std::ceil(std::abs(polygon_offset * polygon_offset_host_scale))) *
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(polygon_offset < 0.0f ? -1 : 1);
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description_out.depth_bias_slope_scaled =
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poly_offset_scale * xenos::kPolygonOffsetScaleSubpixelUnit;
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polygon_offset_scale * xenos::kPolygonOffsetScaleSubpixelUnit;
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}
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if (tessellated && cvars::d3d12_tessellation_wireframe) {
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description_out.fill_mode_wireframe = 1;
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