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@@ -134,6 +134,19 @@ bool IsPrecise(Node node) {
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return false;
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}
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+constexpr bool IsGenericAttribute(Attribute::Index index) {
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+ return index >= Attribute::Index::Attribute_0 && index <= Attribute::Index::Attribute_31;
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+}
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+
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+constexpr Attribute::Index ToGenericAttribute(u32 value) {
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+ return static_cast<Attribute::Index>(value + static_cast<u32>(Attribute::Index::Attribute_0));
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+}
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+
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+u32 GetGenericAttributeIndex(Attribute::Index index) {
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+ ASSERT(IsGenericAttribute(index));
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+ return static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
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+}
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+
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class GLSLDecompiler final {
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public:
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explicit GLSLDecompiler(const Device& device, const ShaderIR& ir, ShaderStage stage,
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@@ -152,6 +165,7 @@ public:
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DeclareConstantBuffers();
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DeclareGlobalMemory();
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DeclareSamplers();
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+ DeclarePhysicalAttributeReader();
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code.AddLine("void execute_" + suffix + "() {");
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++code.scope;
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@@ -296,76 +310,95 @@ private:
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}
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std::string GetInputFlags(AttributeUse attribute) {
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- std::string out;
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-
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switch (attribute) {
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- case AttributeUse::Constant:
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- out += "flat ";
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- break;
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- case AttributeUse::ScreenLinear:
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- out += "noperspective ";
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- break;
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case AttributeUse::Perspective:
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// Default, Smooth
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- break;
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+ return {};
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+ case AttributeUse::Constant:
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+ return "flat ";
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+ case AttributeUse::ScreenLinear:
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+ return "noperspective ";
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default:
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- LOG_CRITICAL(HW_GPU, "Unused attribute being fetched");
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- UNREACHABLE();
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+ case AttributeUse::Unused:
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+ UNREACHABLE_MSG("Unused attribute being fetched");
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+ return {};
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+ UNIMPLEMENTED_MSG("Unknown attribute usage index={}", static_cast<u32>(attribute));
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+ return {};
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}
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- return out;
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}
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void DeclareInputAttributes() {
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- const auto& attributes = ir.GetInputAttributes();
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- for (const auto element : attributes) {
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- const Attribute::Index index = element.first;
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- if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
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- // Skip when it's not a generic attribute
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- continue;
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- }
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-
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- // TODO(bunnei): Use proper number of elements for these
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- u32 idx = static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
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- if (stage != ShaderStage::Vertex) {
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- // If inputs are varyings, add an offset
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- idx += GENERIC_VARYING_START_LOCATION;
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+ if (ir.HasPhysicalAttributes()) {
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+ const u32 num_inputs{GetNumPhysicalInputAttributes()};
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+ for (u32 i = 0; i < num_inputs; ++i) {
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+ DeclareInputAttribute(ToGenericAttribute(i), true);
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}
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+ code.AddNewLine();
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+ return;
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+ }
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- std::string attr = GetInputAttribute(index);
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- if (stage == ShaderStage::Geometry) {
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- attr = "gs_" + attr + "[]";
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- }
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- std::string suffix;
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- if (stage == ShaderStage::Fragment) {
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- const auto input_mode =
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- header.ps.GetAttributeUse(idx - GENERIC_VARYING_START_LOCATION);
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- suffix = GetInputFlags(input_mode);
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+ const auto& attributes = ir.GetInputAttributes();
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+ for (const auto index : attributes) {
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+ if (IsGenericAttribute(index)) {
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+ DeclareInputAttribute(index, false);
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}
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- code.AddLine("layout (location = " + std::to_string(idx) + ") " + suffix + "in vec4 " +
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- attr + ';');
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}
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if (!attributes.empty())
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code.AddNewLine();
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}
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+ void DeclareInputAttribute(Attribute::Index index, bool skip_unused) {
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+ const u32 generic_index{GetGenericAttributeIndex(index)};
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+
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+ std::string name{GetInputAttribute(index)};
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+ if (stage == ShaderStage::Geometry) {
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+ name = "gs_" + name + "[]";
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+ }
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+
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+ std::string suffix;
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+ if (stage == ShaderStage::Fragment) {
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+ const auto input_mode{header.ps.GetAttributeUse(generic_index)};
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+ if (skip_unused && input_mode == AttributeUse::Unused) {
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+ return;
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+ }
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+ suffix = GetInputFlags(input_mode);
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+ }
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+
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+ u32 location = generic_index;
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+ if (stage != ShaderStage::Vertex) {
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+ // If inputs are varyings, add an offset
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+ location += GENERIC_VARYING_START_LOCATION;
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+ }
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+
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+ code.AddLine("layout (location = " + std::to_string(location) + ") " + suffix + "in vec4 " +
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+ name + ';');
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+ }
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+
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void DeclareOutputAttributes() {
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+ if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) {
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+ for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
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+ DeclareOutputAttribute(ToGenericAttribute(i));
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+ }
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+ code.AddNewLine();
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+ return;
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+ }
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+
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const auto& attributes = ir.GetOutputAttributes();
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for (const auto index : attributes) {
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- if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
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- // Skip when it's not a generic attribute
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- continue;
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+ if (IsGenericAttribute(index)) {
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+ DeclareOutputAttribute(index);
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}
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- // TODO(bunnei): Use proper number of elements for these
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- const auto idx = static_cast<u32>(index) -
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- static_cast<u32>(Attribute::Index::Attribute_0) +
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- GENERIC_VARYING_START_LOCATION;
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- code.AddLine("layout (location = " + std::to_string(idx) + ") out vec4 " +
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- GetOutputAttribute(index) + ';');
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}
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if (!attributes.empty())
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code.AddNewLine();
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}
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+ void DeclareOutputAttribute(Attribute::Index index) {
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+ const u32 location{GetGenericAttributeIndex(index) + GENERIC_VARYING_START_LOCATION};
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+ code.AddLine("layout (location = " + std::to_string(location) + ") out vec4 " +
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+ GetOutputAttribute(index) + ';');
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+ }
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+
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void DeclareConstantBuffers() {
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for (const auto& entry : ir.GetConstantBuffers()) {
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const auto [index, size] = entry;
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@@ -429,6 +462,39 @@ private:
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code.AddNewLine();
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}
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+ void DeclarePhysicalAttributeReader() {
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+ if (!ir.HasPhysicalAttributes()) {
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+ return;
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+ }
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+ code.AddLine("float readPhysicalAttribute(uint physical_address) {");
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+ ++code.scope;
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+ code.AddLine("switch (physical_address) {");
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+
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+ // Just declare generic attributes for now.
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+ const auto num_attributes{static_cast<u32>(GetNumPhysicalInputAttributes())};
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+ for (u32 index = 0; index < num_attributes; ++index) {
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+ const auto attribute{ToGenericAttribute(index)};
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+ for (u32 element = 0; element < 4; ++element) {
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+ constexpr u32 generic_base{0x80};
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+ constexpr u32 generic_stride{16};
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+ constexpr u32 element_stride{4};
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+ const u32 address{generic_base + index * generic_stride + element * element_stride};
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+
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+ const bool declared{stage != ShaderStage::Fragment ||
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+ header.ps.GetAttributeUse(index) != AttributeUse::Unused};
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+ const std::string value{declared ? ReadAttribute(attribute, element) : "0"};
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+ code.AddLine(fmt::format("case 0x{:x}: return {};", address, value));
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+ }
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+ }
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+
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+ code.AddLine("default: return 0;");
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+
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+ code.AddLine('}');
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+ --code.scope;
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+ code.AddLine('}');
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+ code.AddNewLine();
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+ }
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+
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void VisitBlock(const NodeBlock& bb) {
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for (const Node node : bb) {
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if (const std::string expr = Visit(node); !expr.empty()) {
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@@ -483,70 +549,12 @@ private:
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return value;
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} else if (const auto abuf = std::get_if<AbufNode>(node)) {
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- const auto attribute = abuf->GetIndex();
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- const auto element = abuf->GetElement();
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-
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- const auto GeometryPass = [&](const std::string& name) {
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- if (stage == ShaderStage::Geometry && abuf->GetBuffer()) {
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- // TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
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- // set an 0x80000000 index for those and the shader fails to build. Find out why
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- // this happens and what's its intent.
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- return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) +
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- ") % MAX_VERTEX_INPUT]";
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- }
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- return name;
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- };
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-
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- switch (attribute) {
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- case Attribute::Index::Position:
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- if (stage != ShaderStage::Fragment) {
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- return GeometryPass("position") + GetSwizzle(element);
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- } else {
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- return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
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- }
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- case Attribute::Index::PointCoord:
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- switch (element) {
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- case 0:
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- return "gl_PointCoord.x";
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- case 1:
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- return "gl_PointCoord.y";
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- case 2:
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- case 3:
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- return "0";
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- }
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- UNREACHABLE();
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- return "0";
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- case Attribute::Index::TessCoordInstanceIDVertexID:
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- // TODO(Subv): Find out what the values are for the first two elements when inside a
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- // vertex shader, and what's the value of the fourth element when inside a Tess Eval
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- // shader.
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- ASSERT(stage == ShaderStage::Vertex);
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- switch (element) {
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- case 2:
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- // Config pack's first value is instance_id.
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- return "uintBitsToFloat(config_pack[0])";
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- case 3:
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- return "uintBitsToFloat(gl_VertexID)";
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- }
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- UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
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- return "0";
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- case Attribute::Index::FrontFacing:
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- // TODO(Subv): Find out what the values are for the other elements.
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- ASSERT(stage == ShaderStage::Fragment);
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- switch (element) {
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- case 3:
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- return "itof(gl_FrontFacing ? -1 : 0)";
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- }
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- UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
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- return "0";
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- default:
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- if (attribute >= Attribute::Index::Attribute_0 &&
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- attribute <= Attribute::Index::Attribute_31) {
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- return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
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- }
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- break;
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+ UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry,
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+ "Physical attributes in geometry shaders are not implemented");
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+ if (abuf->IsPhysicalBuffer()) {
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+ return "readPhysicalAttribute(ftou(" + Visit(abuf->GetPhysicalAddress()) + "))";
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}
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- UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
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+ return ReadAttribute(abuf->GetIndex(), abuf->GetElement(), abuf->GetBuffer());
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} else if (const auto cbuf = std::get_if<CbufNode>(node)) {
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const Node offset = cbuf->GetOffset();
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@@ -598,6 +606,69 @@ private:
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return {};
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}
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+ std::string ReadAttribute(Attribute::Index attribute, u32 element, Node buffer = {}) {
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+ const auto GeometryPass = [&](std::string name) {
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+ if (stage == ShaderStage::Geometry && buffer) {
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+ // TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
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+ // set an 0x80000000 index for those and the shader fails to build. Find out why
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+ // this happens and what's its intent.
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+ return "gs_" + std::move(name) + "[ftou(" + Visit(buffer) + ") % MAX_VERTEX_INPUT]";
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+ }
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+ return name;
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+ };
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+
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+ switch (attribute) {
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+ case Attribute::Index::Position:
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+ if (stage != ShaderStage::Fragment) {
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+ return GeometryPass("position") + GetSwizzle(element);
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+ } else {
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+ return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
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+ }
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+ case Attribute::Index::PointCoord:
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+ switch (element) {
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+ case 0:
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+ return "gl_PointCoord.x";
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+ case 1:
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+ return "gl_PointCoord.y";
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+ case 2:
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+ case 3:
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+ return "0";
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+ }
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+ UNREACHABLE();
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+ return "0";
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+ case Attribute::Index::TessCoordInstanceIDVertexID:
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+ // TODO(Subv): Find out what the values are for the first two elements when inside a
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+ // vertex shader, and what's the value of the fourth element when inside a Tess Eval
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+ // shader.
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+ ASSERT(stage == ShaderStage::Vertex);
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+ switch (element) {
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+ case 2:
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+ // Config pack's first value is instance_id.
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+ return "uintBitsToFloat(config_pack[0])";
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+ case 3:
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+ return "uintBitsToFloat(gl_VertexID)";
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+ }
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+ UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
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+ return "0";
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+ case Attribute::Index::FrontFacing:
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+ // TODO(Subv): Find out what the values are for the other elements.
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+ ASSERT(stage == ShaderStage::Fragment);
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+ switch (element) {
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+ case 3:
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+ return "itof(gl_FrontFacing ? -1 : 0)";
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+ }
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+ UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
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+ return "0";
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+ default:
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+ if (IsGenericAttribute(attribute)) {
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+ return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
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+ }
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+ break;
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+ }
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+ UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
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+ return "0";
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+ }
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+
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std::string ApplyPrecise(Operation operation, const std::string& value) {
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if (!IsPrecise(operation)) {
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return value;
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|
@@ -833,6 +904,8 @@ private:
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target = GetRegister(gpr->GetIndex());
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} else if (const auto abuf = std::get_if<AbufNode>(dest)) {
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+ UNIMPLEMENTED_IF(abuf->IsPhysicalBuffer());
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+
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target = [&]() -> std::string {
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switch (const auto attribute = abuf->GetIndex(); abuf->GetIndex()) {
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case Attribute::Index::Position:
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|
@@ -844,8 +917,7 @@ private:
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case Attribute::Index::ClipDistances4567:
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return "gl_ClipDistance[" + std::to_string(abuf->GetElement() + 4) + ']';
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default:
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- if (attribute >= Attribute::Index::Attribute_0 &&
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- attribute <= Attribute::Index::Attribute_31) {
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+ if (IsGenericAttribute(attribute)) {
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return GetOutputAttribute(attribute) + GetSwizzle(abuf->GetElement());
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}
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UNIMPLEMENTED_MSG("Unhandled output attribute: {}",
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|
|
@@ -1591,15 +1663,11 @@ private:
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}
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|
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std::string GetInputAttribute(Attribute::Index attribute) const {
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|
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- const auto index{static_cast<u32>(attribute) -
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- static_cast<u32>(Attribute::Index::Attribute_0)};
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- return GetDeclarationWithSuffix(index, "input_attr");
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+ return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "input_attr");
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}
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std::string GetOutputAttribute(Attribute::Index attribute) const {
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|
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- const auto index{static_cast<u32>(attribute) -
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|
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- static_cast<u32>(Attribute::Index::Attribute_0)};
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- return GetDeclarationWithSuffix(index, "output_attr");
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+ return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "output_attr");
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}
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|
|
std::string GetConstBuffer(u32 index) const {
|
|
|
@@ -1640,6 +1708,19 @@ private:
|
|
|
return name + '_' + std::to_string(index) + '_' + suffix;
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|
|
}
|
|
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|
|
+ u32 GetNumPhysicalInputAttributes() const {
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|
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+ return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
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|
|
+ }
|
|
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+
|
|
|
+ u32 GetNumPhysicalAttributes() const {
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+ return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes);
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+ }
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+
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+ u32 GetNumPhysicalVaryings() const {
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+ return std::min<u32>(device.GetMaxVaryings() - GENERIC_VARYING_START_LOCATION,
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+ Maxwell::NumVaryings);
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+ }
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+
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const Device& device;
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const ShaderIR& ir;
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const ShaderStage stage;
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