[GPU] Cleanup RB_COLOR_MASK and RB_DEPTHCONTROL normalization
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@@ -2,7 +2,7 @@
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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@@ -186,6 +186,17 @@ struct Scissor {
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void GetScissor(const RegisterFile& regs, Scissor& scissor_out,
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bool clamp_to_surface_pitch = true);
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// Returns the color component write mask for the draw command taking into
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// account which color targets are written to by the pixel shader, as well as
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// components that don't exist in the formats of the render targets (render
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// targets with only non-existent components written are skipped, but
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// non-existent components are forced to written if some existing components of
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// the render target are actually used to make sure the host driver doesn't try
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// to take a slow path involving reading and mixing if there are any disabled
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// components even if they don't actually exist).
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uint32_t GetNormalizedColorMask(const RegisterFile& regs,
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uint32_t pixel_shader_writes_color_targets);
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// Scales, and shift amounts of the upper 32 bits of the 32x32=64-bit
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// multiplication result, for fast division and multiplication by
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// EDRAM-tile-related amounts.
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