|
|
@ -20,6 +20,7 @@
|
|
|
|
namespace OpenGL::GLShader {
|
|
|
|
namespace OpenGL::GLShader {
|
|
|
|
|
|
|
|
|
|
|
|
using Tegra::Shader::Attribute;
|
|
|
|
using Tegra::Shader::Attribute;
|
|
|
|
|
|
|
|
using Tegra::Shader::AttributeUse;
|
|
|
|
using Tegra::Shader::Header;
|
|
|
|
using Tegra::Shader::Header;
|
|
|
|
using Tegra::Shader::IpaInterpMode;
|
|
|
|
using Tegra::Shader::IpaInterpMode;
|
|
|
|
using Tegra::Shader::IpaMode;
|
|
|
|
using Tegra::Shader::IpaMode;
|
|
|
@ -288,34 +289,22 @@ private:
|
|
|
|
code.AddNewLine();
|
|
|
|
code.AddNewLine();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::string GetInputFlags(const IpaMode& input_mode) {
|
|
|
|
std::string GetInputFlags(AttributeUse attribute) {
|
|
|
|
const IpaSampleMode sample_mode = input_mode.sampling_mode;
|
|
|
|
|
|
|
|
const IpaInterpMode interp_mode = input_mode.interpolation_mode;
|
|
|
|
|
|
|
|
std::string out;
|
|
|
|
std::string out;
|
|
|
|
|
|
|
|
|
|
|
|
switch (interp_mode) {
|
|
|
|
switch (attribute) {
|
|
|
|
case IpaInterpMode::Flat:
|
|
|
|
case AttributeUse::Constant:
|
|
|
|
out += "flat ";
|
|
|
|
out += "flat ";
|
|
|
|
break;
|
|
|
|
break;
|
|
|
|
case IpaInterpMode::Linear:
|
|
|
|
case AttributeUse::ScreenLinear:
|
|
|
|
out += "noperspective ";
|
|
|
|
out += "noperspective ";
|
|
|
|
break;
|
|
|
|
break;
|
|
|
|
case IpaInterpMode::Perspective:
|
|
|
|
case AttributeUse::Perspective:
|
|
|
|
// Default, Smooth
|
|
|
|
// Default, Smooth
|
|
|
|
break;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
default:
|
|
|
|
UNIMPLEMENTED_MSG("Unhandled IPA interp mode: {}", static_cast<u32>(interp_mode));
|
|
|
|
LOG_CRITICAL(HW_GPU, "Unused attribute being fetched");
|
|
|
|
}
|
|
|
|
UNREACHABLE();
|
|
|
|
switch (sample_mode) {
|
|
|
|
|
|
|
|
case IpaSampleMode::Centroid:
|
|
|
|
|
|
|
|
// It can be implemented with the "centroid " keyword in GLSL
|
|
|
|
|
|
|
|
UNIMPLEMENTED_MSG("Unimplemented IPA sampler mode centroid");
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case IpaSampleMode::Default:
|
|
|
|
|
|
|
|
// Default, n/a
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
|
|
|
UNIMPLEMENTED_MSG("Unimplemented IPA sampler mode: {}", static_cast<u32>(sample_mode));
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return out;
|
|
|
|
return out;
|
|
|
|
}
|
|
|
|
}
|
|
|
@ -324,16 +313,11 @@ private:
|
|
|
|
const auto& attributes = ir.GetInputAttributes();
|
|
|
|
const auto& attributes = ir.GetInputAttributes();
|
|
|
|
for (const auto element : attributes) {
|
|
|
|
for (const auto element : attributes) {
|
|
|
|
const Attribute::Index index = element.first;
|
|
|
|
const Attribute::Index index = element.first;
|
|
|
|
const IpaMode& input_mode = *element.second.begin();
|
|
|
|
|
|
|
|
if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
|
|
|
|
if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
|
|
|
|
// Skip when it's not a generic attribute
|
|
|
|
// Skip when it's not a generic attribute
|
|
|
|
continue;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
ASSERT(element.second.size() > 0);
|
|
|
|
|
|
|
|
UNIMPLEMENTED_IF_MSG(element.second.size() > 1,
|
|
|
|
|
|
|
|
"Multiple input flag modes are not supported in GLSL");
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// TODO(bunnei): Use proper number of elements for these
|
|
|
|
// TODO(bunnei): Use proper number of elements for these
|
|
|
|
u32 idx = static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
|
|
|
|
u32 idx = static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
|
|
|
|
if (stage != ShaderStage::Vertex) {
|
|
|
|
if (stage != ShaderStage::Vertex) {
|
|
|
@ -345,8 +329,14 @@ private:
|
|
|
|
if (stage == ShaderStage::Geometry) {
|
|
|
|
if (stage == ShaderStage::Geometry) {
|
|
|
|
attr = "gs_" + attr + "[]";
|
|
|
|
attr = "gs_" + attr + "[]";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
code.AddLine("layout (location = " + std::to_string(idx) + ") " +
|
|
|
|
std::string suffix;
|
|
|
|
GetInputFlags(input_mode) + "in vec4 " + attr + ';');
|
|
|
|
if (stage == ShaderStage::Fragment) {
|
|
|
|
|
|
|
|
const auto input_mode =
|
|
|
|
|
|
|
|
header.ps.GetAttributeUse(idx - GENERIC_VARYING_START_LOCATION);
|
|
|
|
|
|
|
|
suffix = GetInputFlags(input_mode);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
code.AddLine("layout (location = " + std::to_string(idx) + ") " + suffix + "in vec4 " +
|
|
|
|
|
|
|
|
attr + ';');
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!attributes.empty())
|
|
|
|
if (!attributes.empty())
|
|
|
|
code.AddNewLine();
|
|
|
|
code.AddNewLine();
|
|
|
@ -1584,4 +1574,4 @@ ProgramResult Decompile(const ShaderIR& ir, Maxwell::ShaderStage stage, const st
|
|
|
|
return {decompiler.GetResult(), decompiler.GetShaderEntries()};
|
|
|
|
return {decompiler.GetResult(), decompiler.GetShaderEntries()};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // namespace OpenGL::GLShader
|
|
|
|
} // namespace OpenGL::GLShader
|
|
|
|