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author | bunnei <bunneidev@gmail.com> | 2018-08-09 04:28:18 +0200 |
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committer | GitHub <noreply@github.com> | 2018-08-09 04:28:18 +0200 |
commit | 25ba4d1b68b77d35db94a5f16e2f98b42be50370 (patch) | |
tree | 873cad03580896a4be78c7a67178b9fb749de915 /src/video_core | |
parent | Merge pull request #986 from mailwl/acc-loadimage (diff) | |
parent | gl_shader_decompiler: Stub input attribute Unknown_63. (diff) | |
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Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/engines/shader_bytecode.h | 2 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 7 |
2 files changed, 9 insertions, 0 deletions
diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h index 0d33c5a5e..3d4557b7e 100644 --- a/src/video_core/engines/shader_bytecode.h +++ b/src/video_core/engines/shader_bytecode.h @@ -78,6 +78,8 @@ union Attribute { // shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval // shader. TessCoordInstanceIDVertexID = 47, + // TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this. + Unknown_63 = 63, }; union { diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 1ff71d682..dd240a4ce 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -523,6 +523,11 @@ private: // shader. ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex); return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))"; + case Attribute::Index::Unknown_63: + // TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this. + LOG_CRITICAL(HW_GPU, "Unhandled input attribute Unknown_63"); + UNREACHABLE(); + break; default: const u32 index{static_cast<u32>(attribute) - static_cast<u32>(Attribute::Index::Attribute_0)}; @@ -534,6 +539,8 @@ private: LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", index); UNREACHABLE(); } + + return "vec4(0, 0, 0, 0)"; } /// Generates code representing an output attribute register. |