gl_shader_decompiler: Implement GLSL physical attributes
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71aa9d0877
commit
c6f9e651b2
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@ -165,6 +165,7 @@ public:
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DeclareConstantBuffers();
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DeclareConstantBuffers();
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DeclareGlobalMemory();
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DeclareGlobalMemory();
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DeclareSamplers();
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DeclareSamplers();
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DeclarePhysicalAttributeReader();
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code.AddLine("void execute_" + suffix + "() {");
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code.AddLine("void execute_" + suffix + "() {");
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++code.scope;
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++code.scope;
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@ -330,8 +331,7 @@ private:
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void DeclareInputAttributes() {
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void DeclareInputAttributes() {
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if (ir.HasPhysicalAttributes()) {
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if (ir.HasPhysicalAttributes()) {
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const u32 num_inputs{stage == ShaderStage::Vertex ? GetNumPhysicalAttributes()
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const u32 num_inputs{GetNumPhysicalInputAttributes()};
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: GetNumPhysicalVaryings()};
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for (u32 i = 0; i < num_inputs; ++i) {
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for (u32 i = 0; i < num_inputs; ++i) {
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DeclareInputAttribute(ToGenericAttribute(i));
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DeclareInputAttribute(ToGenericAttribute(i));
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}
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}
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@ -374,7 +374,7 @@ private:
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}
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}
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void DeclareOutputAttributes() {
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void DeclareOutputAttributes() {
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if (ir.HasPhysicalAttributes()) {
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if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) {
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for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
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for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
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DeclareOutputAttribute(ToGenericAttribute(i));
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DeclareOutputAttribute(ToGenericAttribute(i));
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}
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}
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@ -461,6 +461,31 @@ private:
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code.AddNewLine();
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code.AddNewLine();
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}
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}
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void DeclarePhysicalAttributeReader() {
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if (!ir.HasPhysicalAttributes()) {
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return;
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}
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code.AddLine("float readPhysicalAttribute(uint physical_address) {");
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++code.scope;
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code.AddLine("switch (physical_address) {");
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// Just declare generic attributes for now.
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const auto num_attributes{static_cast<u32>(GetNumPhysicalAttributes())};
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for (u32 index = 0; index < num_attributes; ++index) {
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for (u32 element = 0; element < 4; ++element) {
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code.AddLine(fmt::format("case 0x{:x}: return {};", 0x80 + index * 16 + element * 4,
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ReadAttribute(ToGenericAttribute(index), element)));
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}
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}
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code.AddLine("default: return 0;");
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code.AddLine('}');
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--code.scope;
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code.AddLine('}');
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code.AddNewLine();
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}
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void VisitBlock(const NodeBlock& bb) {
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void VisitBlock(const NodeBlock& bb) {
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for (const Node node : bb) {
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for (const Node node : bb) {
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if (const std::string expr = Visit(node); !expr.empty()) {
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if (const std::string expr = Visit(node); !expr.empty()) {
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@ -515,69 +540,12 @@ private:
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return value;
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return value;
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} else if (const auto abuf = std::get_if<AbufNode>(node)) {
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} else if (const auto abuf = std::get_if<AbufNode>(node)) {
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const auto attribute = abuf->GetIndex();
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UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry,
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const auto element = abuf->GetElement();
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"Physical attributes in geometry shaders are not implemented");
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if (abuf->IsPhysicalBuffer()) {
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const auto GeometryPass = [&](const std::string& name) {
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return "readPhysicalAttribute(ftou(" + Visit(abuf->GetPhysicalAddress()) + "))";
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if (stage == ShaderStage::Geometry && abuf->GetBuffer()) {
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// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
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// set an 0x80000000 index for those and the shader fails to build. Find out why
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// this happens and what's its intent.
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return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) +
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") % MAX_VERTEX_INPUT]";
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}
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return name;
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};
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switch (attribute) {
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case Attribute::Index::Position:
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if (stage != ShaderStage::Fragment) {
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return GeometryPass("position") + GetSwizzle(element);
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} else {
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return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
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}
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case Attribute::Index::PointCoord:
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switch (element) {
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case 0:
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return "gl_PointCoord.x";
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case 1:
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return "gl_PointCoord.y";
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case 2:
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case 3:
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return "0";
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}
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UNREACHABLE();
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return "0";
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case Attribute::Index::TessCoordInstanceIDVertexID:
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// TODO(Subv): Find out what the values are for the first two elements when inside a
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// vertex shader, and what's the value of the fourth element when inside a Tess Eval
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// shader.
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ASSERT(stage == ShaderStage::Vertex);
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switch (element) {
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case 2:
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// Config pack's first value is instance_id.
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return "uintBitsToFloat(config_pack[0])";
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case 3:
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return "uintBitsToFloat(gl_VertexID)";
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}
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UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
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return "0";
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case Attribute::Index::FrontFacing:
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// TODO(Subv): Find out what the values are for the other elements.
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ASSERT(stage == ShaderStage::Fragment);
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switch (element) {
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case 3:
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return "itof(gl_FrontFacing ? -1 : 0)";
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}
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UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
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return "0";
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default:
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if (IsGenericAttribute(attribute)) {
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return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
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}
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break;
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}
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}
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UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
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return ReadAttribute(abuf->GetIndex(), abuf->GetElement(), abuf->GetBuffer());
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} else if (const auto cbuf = std::get_if<CbufNode>(node)) {
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} else if (const auto cbuf = std::get_if<CbufNode>(node)) {
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const Node offset = cbuf->GetOffset();
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const Node offset = cbuf->GetOffset();
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@ -629,6 +597,69 @@ private:
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return {};
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return {};
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}
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}
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std::string ReadAttribute(Attribute::Index attribute, u32 element, Node buffer = {}) {
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const auto GeometryPass = [&](std::string name) {
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if (stage == ShaderStage::Geometry && buffer) {
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// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
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// set an 0x80000000 index for those and the shader fails to build. Find out why
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// this happens and what's its intent.
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return "gs_" + std::move(name) + "[ftou(" + Visit(buffer) + ") % MAX_VERTEX_INPUT]";
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}
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return name;
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};
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switch (attribute) {
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case Attribute::Index::Position:
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if (stage != ShaderStage::Fragment) {
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return GeometryPass("position") + GetSwizzle(element);
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} else {
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return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
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}
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case Attribute::Index::PointCoord:
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switch (element) {
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case 0:
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return "gl_PointCoord.x";
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case 1:
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return "gl_PointCoord.y";
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case 2:
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case 3:
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return "0";
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}
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UNREACHABLE();
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return "0";
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case Attribute::Index::TessCoordInstanceIDVertexID:
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// TODO(Subv): Find out what the values are for the first two elements when inside a
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// vertex shader, and what's the value of the fourth element when inside a Tess Eval
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// shader.
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ASSERT(stage == ShaderStage::Vertex);
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switch (element) {
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case 2:
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// Config pack's first value is instance_id.
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return "uintBitsToFloat(config_pack[0])";
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case 3:
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return "uintBitsToFloat(gl_VertexID)";
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}
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UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
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return "0";
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case Attribute::Index::FrontFacing:
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// TODO(Subv): Find out what the values are for the other elements.
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ASSERT(stage == ShaderStage::Fragment);
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switch (element) {
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case 3:
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return "itof(gl_FrontFacing ? -1 : 0)";
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}
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UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
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return "0";
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default:
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if (IsGenericAttribute(attribute)) {
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return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
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}
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break;
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}
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UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
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return "0";
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}
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std::string ApplyPrecise(Operation operation, const std::string& value) {
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std::string ApplyPrecise(Operation operation, const std::string& value) {
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if (!IsPrecise(operation)) {
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if (!IsPrecise(operation)) {
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return value;
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return value;
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@ -1677,6 +1708,10 @@ private:
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return name + '_' + std::to_string(index) + '_' + suffix;
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return name + '_' + std::to_string(index) + '_' + suffix;
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}
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}
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u32 GetNumPhysicalInputAttributes() const {
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return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
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}
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u32 GetNumPhysicalAttributes() const {
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u32 GetNumPhysicalAttributes() const {
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return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes);
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return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes);
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}
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}
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@ -885,7 +885,7 @@ private:
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std::set<Sampler> used_samplers;
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std::set<Sampler> used_samplers;
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std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
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std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
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std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
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std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
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bool use_physical_attributes = true; // Shader uses AL2P
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bool use_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
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Tegra::Shader::Header header;
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Tegra::Shader::Header header;
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};
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};
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