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@@ -22,23 +22,28 @@ namespace Shader {
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OutputVertex OutputVertex::FromAttributeBuffer(const Regs& regs, AttributeBuffer& input) {
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// Setup output data
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- OutputVertex ret;
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+ union {
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+ OutputVertex ret{};
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+ std::array<float24, 24> vertex_slots;
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+ };
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+ static_assert(sizeof(vertex_slots) <= sizeof(ret), "Struct and array have different sizes.");
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unsigned int num_attributes = regs.vs_output_total;
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+ ASSERT(num_attributes <= 7);
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for (unsigned int i = 0; i < num_attributes; ++i) {
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const auto& output_register_map = regs.vs_output_attributes[i];
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- u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
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- output_register_map.map_z, output_register_map.map_w};
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+ Regs::VSOutputAttributes::Semantic semantics[4] = {
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+ output_register_map.map_x, output_register_map.map_y, output_register_map.map_z,
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+ output_register_map.map_w};
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for (unsigned comp = 0; comp < 4; ++comp) {
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- float24* out = ((float24*)&ret) + semantics[comp];
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- if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
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+ Regs::VSOutputAttributes::Semantic semantic = semantics[comp];
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+ float24* out = &vertex_slots[semantic];
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+ if (semantic < vertex_slots.size()) {
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*out = input.attr[i][comp];
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- } else {
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- // Zero output so that attributes which aren't output won't have denormals in them,
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- // which would slow us down later.
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- memset(out, 0, sizeof(*out));
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+ } else if (semantic != Regs::VSOutputAttributes::INVALID) {
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+ LOG_ERROR(HW_GPU, "Invalid/unknown semantic id: %u", (unsigned int)semantic);
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}
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}
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}
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