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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp8
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp25
2 files changed, 25 insertions, 8 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 2955c6abf..b8c3442bc 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -352,9 +352,11 @@ public:
// TODO(Subv): Figure out the actual depth of the flow stack, for now it seems
// unlikely that shaders will use 20 nested SSYs and PBKs.
constexpr u32 FLOW_STACK_SIZE = 20;
- for (const auto stack : std::array{MetaStackClass::Ssy, MetaStackClass::Pbk}) {
- code.AddLine("uint {}[{}];", FlowStackName(stack), FLOW_STACK_SIZE);
- code.AddLine("uint {} = 0u;", FlowStackTopName(stack));
+ if (!ir.IsFlowStackDisabled()) {
+ for (const auto stack : std::array{MetaStackClass::Ssy, MetaStackClass::Pbk}) {
+ code.AddLine("uint {}[{}];", FlowStackName(stack), FLOW_STACK_SIZE);
+ code.AddLine("uint {} = 0u;", FlowStackTopName(stack));
+ }
}
code.AddLine("while (true) {{");
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 3a8d9e1da..72a49ebdc 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -11,6 +11,8 @@
namespace OpenGL::GLShader {
using Tegra::Engines::Maxwell3D;
+using VideoCommon::Shader::CompileDepth;
+using VideoCommon::Shader::CompilerSettings;
using VideoCommon::Shader::ProgramCode;
using VideoCommon::Shader::ShaderIR;
@@ -31,13 +33,17 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
)";
- const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a);
+ CompilerSettings settings;
+ settings.depth = CompileDepth::NoFlowStack;
+
+ const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
const auto stage = setup.IsDualProgram() ? ProgramType::VertexA : ProgramType::VertexB;
ProgramResult program = Decompile(device, program_ir, stage, "vertex");
out += program.first;
if (setup.IsDualProgram()) {
- const ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET, setup.program.size_b);
+ const ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET, setup.program.size_b,
+ settings);
ProgramResult program_b = Decompile(device, program_ir_b, ProgramType::VertexB, "vertex_b");
out += program_b.first;
}
@@ -80,7 +86,10 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
)";
- const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a);
+ CompilerSettings settings;
+ settings.depth = CompileDepth::NoFlowStack;
+
+ const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
ProgramResult program = Decompile(device, program_ir, ProgramType::Geometry, "geometry");
out += program.first;
@@ -114,7 +123,10 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
};
)";
- const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a);
+ CompilerSettings settings;
+ settings.depth = CompileDepth::NoFlowStack;
+
+ const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
ProgramResult program = Decompile(device, program_ir, ProgramType::Fragment, "fragment");
out += program.first;
@@ -133,7 +145,10 @@ ProgramResult GenerateComputeShader(const Device& device, const ShaderSetup& set
std::string out = "// Shader Unique Id: CS" + id + "\n\n";
out += GetCommonDeclarations();
- const ShaderIR program_ir(setup.program.code, COMPUTE_OFFSET, setup.program.size_a);
+ CompilerSettings settings;
+ settings.depth = CompileDepth::NoFlowStack;
+
+ const ShaderIR program_ir(setup.program.code, COMPUTE_OFFSET, setup.program.size_a, settings);
ProgramResult program = Decompile(device, program_ir, ProgramType::Compute, "compute");
out += program.first;