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gl_shader_decompiler: Improve handling of unknown input/output attributes.

This commit is contained in:
bunnei 2018-08-10 12:34:51 -04:00
parent d64303d185
commit 0b668d5ff3
2 changed files with 11 additions and 10 deletions

View file

@ -74,12 +74,11 @@ union Attribute {
enum class Index : u64 { enum class Index : u64 {
Position = 7, Position = 7,
Attribute_0 = 8, Attribute_0 = 8,
Attribute_31 = 39,
// This attribute contains a tuple of (~, ~, InstanceId, VertexId) when inside a vertex // This attribute contains a tuple of (~, ~, InstanceId, VertexId) when inside a vertex
// shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval // shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval
// shader. // shader.
TessCoordInstanceIDVertexID = 47, TessCoordInstanceIDVertexID = 47,
// TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this.
Unknown_63 = 63,
}; };
union { union {

View file

@ -349,8 +349,13 @@ public:
void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) { void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem); std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem);
std::string src = GetRegisterAsFloat(reg); std::string src = GetRegisterAsFloat(reg);
if (!dest.empty()) {
// Can happen with unknown/unimplemented output attributes, in which case we ignore the
// instruction for now.
shader.AddLine(dest + " = " + src + ';'); shader.AddLine(dest + " = " + src + ';');
} }
}
/// Generates code representing a uniform (C buffer) register, interpreted as the input type. /// Generates code representing a uniform (C buffer) register, interpreted as the input type.
std::string GetUniform(u64 index, u64 offset, GLSLRegister::Type type) { std::string GetUniform(u64 index, u64 offset, GLSLRegister::Type type) {
@ -525,20 +530,16 @@ private:
// shader. // shader.
ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex); ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))"; 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: default:
const u32 index{static_cast<u32>(attribute) - const u32 index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)}; static_cast<u32>(Attribute::Index::Attribute_0)};
if (attribute >= Attribute::Index::Attribute_0) { if (attribute >= Attribute::Index::Attribute_0 &&
attribute <= Attribute::Index::Attribute_31) {
declr_input_attribute.insert(attribute); declr_input_attribute.insert(attribute);
return "input_attribute_" + std::to_string(index); return "input_attribute_" + std::to_string(index);
} }
LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", index); LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", static_cast<u32>(attribute));
UNREACHABLE(); UNREACHABLE();
} }
@ -560,6 +561,7 @@ private:
LOG_CRITICAL(HW_GPU, "Unhandled output attribute: {}", index); LOG_CRITICAL(HW_GPU, "Unhandled output attribute: {}", index);
UNREACHABLE(); UNREACHABLE();
return {};
} }
} }