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Merge pull request #1535 from ReinUsesLisp/fixup-position
gl_shader_decompiler: Move position varying declaration back to gl_shader_gen
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commit
8dc7db7e33
3 changed files with 9 additions and 13 deletions
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@ -30,8 +30,6 @@ using Tegra::Shader::SubOp;
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constexpr u32 PROGRAM_END = MAX_PROGRAM_CODE_LENGTH;
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constexpr u32 PROGRAM_HEADER_SIZE = sizeof(Tegra::Shader::Header);
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enum : u32 { POSITION_VARYING_LOCATION = 0, GENERIC_VARYING_START_LOCATION = 1 };
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constexpr u32 MAX_GEOMETRY_BUFFERS = 6;
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constexpr u32 MAX_ATTRIBUTES = 0x100; // Size in vec4s, this value is untested
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@ -591,13 +589,6 @@ private:
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/// Generates declarations for input attributes.
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void GenerateInputAttrs() {
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if (stage != Maxwell3D::Regs::ShaderStage::Vertex) {
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const std::string attr =
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stage == Maxwell3D::Regs::ShaderStage::Geometry ? "gs_position[]" : "position";
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declarations.AddLine("layout (location = " + std::to_string(POSITION_VARYING_LOCATION) +
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") in vec4 " + attr + ';');
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}
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for (const auto element : declr_input_attribute) {
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// TODO(bunnei): Use proper number of elements for these
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u32 idx =
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@ -620,10 +611,6 @@ private:
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/// Generates declarations for output attributes.
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void GenerateOutputAttrs() {
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if (stage != Maxwell3D::Regs::ShaderStage::Fragment) {
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declarations.AddLine("layout (location = " + std::to_string(POSITION_VARYING_LOCATION) +
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") out vec4 position;");
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}
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for (const auto& index : declr_output_attribute) {
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// TODO(bunnei): Use proper number of elements for these
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const u32 idx = static_cast<u32>(index) -
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@ -23,6 +23,8 @@ out gl_PerVertex {
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vec4 gl_Position;
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};
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layout (location = 0) out vec4 position;
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layout(std140) uniform vs_config {
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vec4 viewport_flip;
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uvec4 instance_id;
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@ -96,6 +98,9 @@ out gl_PerVertex {
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vec4 gl_Position;
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};
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layout (location = 0) in vec4 gs_position[];
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layout (location = 0) out vec4 position;
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layout (std140) uniform gs_config {
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vec4 viewport_flip;
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uvec4 instance_id;
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@ -131,6 +136,8 @@ layout(location = 5) out vec4 FragColor5;
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layout(location = 6) out vec4 FragColor6;
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layout(location = 7) out vec4 FragColor7;
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layout (location = 0) in vec4 position;
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layout (std140) uniform fs_config {
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vec4 viewport_flip;
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uvec4 instance_id;
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@ -16,6 +16,8 @@ namespace OpenGL::GLShader {
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constexpr std::size_t MAX_PROGRAM_CODE_LENGTH{0x1000};
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using ProgramCode = std::vector<u64>;
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enum : u32 { POSITION_VARYING_LOCATION = 0, GENERIC_VARYING_START_LOCATION = 1 };
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class ConstBufferEntry {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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