gl_shader_decompiler: Allow vertex position to be used in fragment shader.
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95144cc39c
commit
8d4899d6ea
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@ -156,23 +156,27 @@ private:
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/// Generates code representing an input attribute register.
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std::string GetInputAttribute(Attribute::Index attribute) {
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declr_input_attribute.insert(attribute);
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switch (attribute) {
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case Attribute::Index::Position:
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return "position";
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default:
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const u32 index{static_cast<u32>(attribute) -
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static_cast<u32>(Attribute::Index::Attribute_0)};
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if (attribute >= Attribute::Index::Attribute_0) {
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declr_input_attribute.insert(attribute);
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return "input_attribute_" + std::to_string(index);
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}
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LOG_CRITICAL(HW_GPU, "Unhandled input attribute: 0x%02x", index);
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UNREACHABLE();
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}
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}
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/// Generates code representing an output attribute register.
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std::string GetOutputAttribute(Attribute::Index attribute) {
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switch (attribute) {
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case Attribute::Index::Position:
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return "gl_Position";
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return "position";
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default:
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const u32 index{static_cast<u32>(attribute) -
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static_cast<u32>(Attribute::Index::Attribute_0)};
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@ -381,12 +385,6 @@ private:
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}
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case OpCode::Id::IPA: {
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const auto& attribute = instr.attribute.fmt28;
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if (attribute.index == Attribute::Index::Position) {
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LOG_CRITICAL(HW_GPU, "Unimplemented");
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break;
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}
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std::string dest = GetRegister(instr.gpr0);
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SetDest(attribute.element, dest, GetInputAttribute(attribute.index), 1, 4);
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break;
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@ -27,10 +27,13 @@ out gl_PerVertex {
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vec4 gl_Position;
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};
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out vec4 position;
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void main() {
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exec_shader();
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}
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gl_Position = position;
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}
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)";
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out += program.first;
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return {out, program.second};
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@ -46,6 +49,7 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSCo
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.get_value_or({});
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out += R"(
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in vec4 position;
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out vec4 color;
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uniform sampler2D tex[32];
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