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author | bunnei <bunneidev@gmail.com> | 2018-08-10 18:34:51 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2018-08-12 01:26:45 +0200 |
commit | 0b668d5ff355c0ac2c33d40429e6cc6d872d0e4f (patch) | |
tree | 724eb624370130fbb2318d6a54d40c2b11cb73e3 | |
parent | Merge pull request #1016 from lioncash/video (diff) | |
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-rw-r--r-- | src/video_core/engines/shader_bytecode.h | 3 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 18 |
2 files changed, 11 insertions, 10 deletions
diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h index 3e409c2e1..24396c6c9 100644 --- a/src/video_core/engines/shader_bytecode.h +++ b/src/video_core/engines/shader_bytecode.h @@ -74,12 +74,11 @@ union Attribute { enum class Index : u64 { Position = 7, Attribute_0 = 8, + Attribute_31 = 39, // 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. TessCoordInstanceIDVertexID = 47, - // TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this. - Unknown_63 = 63, }; union { diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 32f06f409..06bfe799c 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -349,7 +349,12 @@ public: void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) { std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem); std::string src = GetRegisterAsFloat(reg); - shader.AddLine(dest + " = " + src + ';'); + + if (!dest.empty()) { + // Can happen with unknown/unimplemented output attributes, in which case we ignore the + // instruction for now. + shader.AddLine(dest + " = " + src + ';'); + } } /// Generates code representing a uniform (C buffer) register, interpreted as the input type. @@ -525,20 +530,16 @@ private: // shader. ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex); 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: const u32 index{static_cast<u32>(attribute) - 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); 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(); } @@ -560,6 +561,7 @@ private: LOG_CRITICAL(HW_GPU, "Unhandled output attribute: {}", index); UNREACHABLE(); + return {}; } } |