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Implement PointCoord and PointSize shader attributes (#353)
* Implement PointCoord and PointSize shader attributes * Address feedback
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2 changed files with 22 additions and 9 deletions
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@ -6,6 +6,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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class GlslDecl
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{
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public const int LayerAttr = 0x064;
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public const int PointSizeAttr = 0x06c;
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public const int PointCoordAttrX = 0x2e0;
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public const int PointCoordAttrY = 0x2e4;
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public const int TessCoordAttrX = 0x2f0;
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public const int TessCoordAttrY = 0x2f4;
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public const int TessCoordAttrZ = 0x2f8;
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@ -249,11 +252,14 @@ namespace Ryujinx.Graphics.Gal.Shader
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case ShaderIrOperAbuf Abuf:
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{
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//This is a built-in input variable.
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if (Abuf.Offs == VertexIdAttr ||
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Abuf.Offs == InstanceIdAttr ||
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Abuf.Offs == FaceAttr ||
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Abuf.Offs == LayerAttr)
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//This is a built-in variable.
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if (Abuf.Offs == LayerAttr ||
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Abuf.Offs == PointSizeAttr ||
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Abuf.Offs == PointCoordAttrX ||
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Abuf.Offs == PointCoordAttrY ||
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Abuf.Offs == VertexIdAttr ||
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Abuf.Offs == InstanceIdAttr ||
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Abuf.Offs == FaceAttr)
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{
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break;
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}
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@ -345,4 +351,4 @@ namespace Ryujinx.Graphics.Gal.Shader
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return Decls.ContainsKey(Index);
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}
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}
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}
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}
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@ -795,6 +795,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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switch (Abuf.Offs)
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{
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case GlslDecl.PointCoordAttrX: return "gl_PointCoord.x";
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case GlslDecl.PointCoordAttrY: return "gl_PointCoord.y";
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//Note: It's a guess that Maxwell's face is 1 when gl_FrontFacing == true
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case GlslDecl.FaceAttr: return "(gl_FrontFacing ? 1 : 0)";
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}
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@ -813,7 +816,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (!Decl.Attributes.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
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{
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//Handle special vec4 attributes here
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//(for example, index 7 is aways gl_Position).
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//(for example, index 7 is always gl_Position).
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if (Index == GlslDecl.GlPositionVec4Index)
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{
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string Name =
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@ -822,6 +825,10 @@ namespace Ryujinx.Graphics.Gal.Shader
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return Name + Swizzle;
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}
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else if (Abuf.Offs == GlslDecl.PointSizeAttr)
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{
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return "gl_PointSize";
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}
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throw new InvalidOperationException();
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}
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@ -1265,9 +1272,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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switch (Node)
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{
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case ShaderIrOperAbuf Abuf:
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return Abuf.Offs == GlslDecl.LayerAttr ||
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return Abuf.Offs == GlslDecl.LayerAttr ||
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Abuf.Offs == GlslDecl.InstanceIdAttr ||
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Abuf.Offs == GlslDecl.VertexIdAttr ||
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Abuf.Offs == GlslDecl.VertexIdAttr ||
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Abuf.Offs == GlslDecl.FaceAttr
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? OperType.I32
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: OperType.F32;
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