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gl_shader_decompiler: Skip physical unused attributes

This commit is contained in:
ReinUsesLisp 2019-05-02 16:06:56 -03:00
parent 28bffb1ffa
commit 5321cdd276
1 changed files with 27 additions and 18 deletions

View File

@ -310,30 +310,28 @@ private:
}
std::string GetInputFlags(AttributeUse attribute) {
std::string out;
switch (attribute) {
case AttributeUse::Constant:
out += "flat ";
break;
case AttributeUse::ScreenLinear:
out += "noperspective ";
break;
case AttributeUse::Perspective:
// Default, Smooth
break;
return {};
case AttributeUse::Constant:
return "flat ";
case AttributeUse::ScreenLinear:
return "noperspective ";
default:
LOG_CRITICAL(HW_GPU, "Unused attribute being fetched");
UNREACHABLE();
case AttributeUse::Unused:
UNREACHABLE_MSG("Unused attribute being fetched");
return {};
UNIMPLEMENTED_MSG("Unknown attribute usage index={}", static_cast<u32>(attribute));
return {};
}
return out;
}
void DeclareInputAttributes() {
if (ir.HasPhysicalAttributes()) {
const u32 num_inputs{GetNumPhysicalInputAttributes()};
for (u32 i = 0; i < num_inputs; ++i) {
DeclareInputAttribute(ToGenericAttribute(i));
DeclareInputAttribute(ToGenericAttribute(i), true);
}
code.AddNewLine();
return;
@ -342,14 +340,14 @@ private:
const auto& attributes = ir.GetInputAttributes();
for (const auto index : attributes) {
if (IsGenericAttribute(index)) {
DeclareInputAttribute(index);
DeclareInputAttribute(index, false);
}
}
if (!attributes.empty())
code.AddNewLine();
}
void DeclareInputAttribute(Attribute::Index index) {
void DeclareInputAttribute(Attribute::Index index, bool skip_unused) {
const u32 generic_index{GetGenericAttributeIndex(index)};
std::string name{GetInputAttribute(index)};
@ -360,6 +358,9 @@ private:
std::string suffix;
if (stage == ShaderStage::Fragment) {
const auto input_mode{header.ps.GetAttributeUse(generic_index)};
if (skip_unused && input_mode == AttributeUse::Unused) {
return;
}
suffix = GetInputFlags(input_mode);
}
@ -470,11 +471,19 @@ private:
code.AddLine("switch (physical_address) {");
// Just declare generic attributes for now.
const auto num_attributes{static_cast<u32>(GetNumPhysicalAttributes())};
const auto num_attributes{static_cast<u32>(GetNumPhysicalInputAttributes())};
for (u32 index = 0; index < num_attributes; ++index) {
const auto attribute{ToGenericAttribute(index)};
for (u32 element = 0; element < 4; ++element) {
code.AddLine(fmt::format("case 0x{:x}: return {};", 0x80 + index * 16 + element * 4,
ReadAttribute(ToGenericAttribute(index), element)));
constexpr u32 generic_base{0x80};
constexpr u32 generic_stride{16};
constexpr u32 element_stride{4};
const u32 address{generic_base + index * generic_stride + element * element_stride};
const bool declared{stage != ShaderStage::Fragment ||
header.ps.GetAttributeUse(index) != AttributeUse::Unused};
const std::string value{declared ? ReadAttribute(attribute, element) : "0"};
code.AddLine(fmt::format("case 0x{:x}: return {};", address, value));
}
}