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gl_shader_decompiler: Allow vertex position to be used in fragment shader.

This commit is contained in:
bunnei 2018-04-15 20:26:45 -04:00
parent 95144cc39c
commit 8d4899d6ea
2 changed files with 18 additions and 16 deletions

View File

@ -156,23 +156,27 @@ private:
/// Generates code representing an input attribute register.
std::string GetInputAttribute(Attribute::Index attribute) {
declr_input_attribute.insert(attribute);
switch (attribute) {
case Attribute::Index::Position:
return "position";
default:
const u32 index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)};
if (attribute >= Attribute::Index::Attribute_0) {
declr_input_attribute.insert(attribute);
return "input_attribute_" + std::to_string(index);
}
LOG_CRITICAL(HW_GPU, "Unhandled input attribute: 0x%02x", index);
UNREACHABLE();
}
}
/// Generates code representing an output attribute register.
std::string GetOutputAttribute(Attribute::Index attribute) {
switch (attribute) {
case Attribute::Index::Position:
return "gl_Position";
return "position";
default:
const u32 index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)};
@ -381,12 +385,6 @@ private:
}
case OpCode::Id::IPA: {
const auto& attribute = instr.attribute.fmt28;
if (attribute.index == Attribute::Index::Position) {
LOG_CRITICAL(HW_GPU, "Unimplemented");
break;
}
std::string dest = GetRegister(instr.gpr0);
SetDest(attribute.element, dest, GetInputAttribute(attribute.index), 1, 4);
break;

View File

@ -27,10 +27,13 @@ out gl_PerVertex {
vec4 gl_Position;
};
out vec4 position;
void main() {
exec_shader();
}
gl_Position = position;
}
)";
out += program.first;
return {out, program.second};
@ -46,6 +49,7 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSCo
.get_value_or({});
out += R"(
in vec4 position;
out vec4 color;
uniform sampler2D tex[32];