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Implement PointSize
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parent
e7e209d900
commit
ed8ca608a0
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@ -79,6 +79,7 @@ union Attribute {
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constexpr explicit Attribute(u64 value) : value(value) {}
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constexpr explicit Attribute(u64 value) : value(value) {}
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enum class Index : u64 {
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enum class Index : u64 {
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PointSize = 6,
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Position = 7,
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Position = 7,
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Attribute_0 = 8,
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Attribute_0 = 8,
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Attribute_31 = 39,
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Attribute_31 = 39,
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@ -6,6 +6,7 @@
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#include <set>
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#include <set>
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#include <string>
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#include <string>
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#include <string_view>
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#include <string_view>
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#include <unordered_set>
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#include <boost/optional.hpp>
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#include <boost/optional.hpp>
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#include <fmt/format.h>
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#include <fmt/format.h>
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@ -276,7 +277,8 @@ public:
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GLSLRegisterManager(ShaderWriter& shader, ShaderWriter& declarations,
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GLSLRegisterManager(ShaderWriter& shader, ShaderWriter& declarations,
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const Maxwell3D::Regs::ShaderStage& stage, const std::string& suffix,
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const Maxwell3D::Regs::ShaderStage& stage, const std::string& suffix,
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const Tegra::Shader::Header& header)
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const Tegra::Shader::Header& header)
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: shader{shader}, declarations{declarations}, stage{stage}, suffix{suffix}, header{header} {
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: shader{shader}, declarations{declarations}, stage{stage}, suffix{suffix}, header{header},
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fixed_pipeline_output_attributes_used{} {
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BuildRegisterList();
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BuildRegisterList();
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BuildInputList();
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BuildInputList();
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}
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}
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@ -480,7 +482,12 @@ public:
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std::to_string(static_cast<u32>(attribute)) + ']' +
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std::to_string(static_cast<u32>(attribute)) + ']' +
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GetSwizzle(elem) + " = " + src + ';');
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GetSwizzle(elem) + " = " + src + ';');
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} else {
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} else {
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shader.AddLine(dest + GetSwizzle(elem) + " = " + src + ';');
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if (attribute == Attribute::Index::PointSize) {
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fixed_pipeline_output_attributes_used.insert(attribute);
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shader.AddLine(dest + " = " + src + ';');
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} else {
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shader.AddLine(dest + GetSwizzle(elem) + " = " + src + ';');
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}
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}
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}
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}
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}
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}
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}
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@ -524,6 +531,7 @@ public:
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/// Add declarations.
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/// Add declarations.
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void GenerateDeclarations(const std::string& suffix) {
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void GenerateDeclarations(const std::string& suffix) {
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GenerateVertex();
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GenerateRegisters(suffix);
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GenerateRegisters(suffix);
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GenerateInternalFlags();
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GenerateInternalFlags();
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GenerateInputAttrs();
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GenerateInputAttrs();
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@ -683,6 +691,20 @@ private:
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declarations.AddNewLine();
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declarations.AddNewLine();
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}
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}
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void GenerateVertex() {
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if (stage != Maxwell3D::Regs::ShaderStage::Vertex)
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return;
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declarations.AddLine("out gl_PerVertex {");
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++declarations.scope;
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declarations.AddLine("vec4 gl_Position;");
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for (auto& o : fixed_pipeline_output_attributes_used) {
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if (o == Attribute::Index::PointSize)
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declarations.AddLine("float gl_PointSize;");
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}
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--declarations.scope;
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declarations.AddLine("};");
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}
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/// Generates code representing a temporary (GPR) register.
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/// Generates code representing a temporary (GPR) register.
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std::string GetRegister(const Register& reg, unsigned elem) {
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std::string GetRegister(const Register& reg, unsigned elem) {
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if (reg == Register::ZeroIndex) {
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if (reg == Register::ZeroIndex) {
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@ -836,6 +858,8 @@ private:
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/// Generates code representing the declaration name of an output attribute register.
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/// Generates code representing the declaration name of an output attribute register.
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std::string GetOutputAttribute(Attribute::Index attribute) {
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std::string GetOutputAttribute(Attribute::Index attribute) {
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switch (attribute) {
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switch (attribute) {
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case Attribute::Index::PointSize:
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return "gl_PointSize";
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case Attribute::Index::Position:
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case Attribute::Index::Position:
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return "position";
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return "position";
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default:
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default:
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@ -870,6 +894,7 @@ private:
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const Maxwell3D::Regs::ShaderStage& stage;
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const Maxwell3D::Regs::ShaderStage& stage;
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const std::string& suffix;
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const std::string& suffix;
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const Tegra::Shader::Header& header;
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const Tegra::Shader::Header& header;
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std::unordered_set<Attribute::Index> fixed_pipeline_output_attributes_used;
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};
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};
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class GLSLGenerator {
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class GLSLGenerator {
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@ -19,9 +19,6 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
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out += Decompiler::GetCommonDeclarations();
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out += Decompiler::GetCommonDeclarations();
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out += R"(
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out += R"(
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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 (location = 0) out vec4 position;
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