diff options
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 45 |
1 files changed, 27 insertions, 18 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 52552333f..da925372c 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -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)); } } |