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gl_shader_decompiler: Declare all possible varyings on physical attribute usage
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@ -51,6 +51,7 @@ public:
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static constexpr std::size_t NumCBData = 16;
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static constexpr std::size_t NumVertexArrays = 32;
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static constexpr std::size_t NumVertexAttributes = 32;
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static constexpr std::size_t NumVaryings = 31;
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static constexpr std::size_t NumTextureSamplers = 32;
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static constexpr std::size_t NumClipDistances = 8;
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static constexpr std::size_t MaxShaderProgram = 6;
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@ -21,9 +21,18 @@ T GetInteger(GLenum pname) {
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Device::Device() {
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uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
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max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
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has_variable_aoffi = TestVariableAoffi();
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}
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Device::Device(std::nullptr_t) {
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uniform_buffer_alignment = 0;
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max_vertex_attributes = 16;
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max_varyings = 15;
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has_variable_aoffi = true;
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}
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bool Device::TestVariableAoffi() {
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const GLchar* AOFFI_TEST = R"(#version 430 core
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uniform sampler2D tex;
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@ -5,17 +5,27 @@
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#pragma once
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#include <cstddef>
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#include "common/common_types.h"
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namespace OpenGL {
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class Device {
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public:
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Device();
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explicit Device();
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explicit Device(std::nullptr_t);
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std::size_t GetUniformBufferAlignment() const {
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return uniform_buffer_alignment;
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}
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u32 GetMaxVertexAttributes() const {
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return max_vertex_attributes;
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}
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u32 GetMaxVaryings() const {
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return max_varyings;
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}
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bool HasVariableAoffi() const {
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return has_variable_aoffi;
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}
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@ -24,6 +34,8 @@ private:
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static bool TestVariableAoffi();
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std::size_t uniform_buffer_alignment{};
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u32 max_vertex_attributes{};
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u32 max_varyings{};
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bool has_variable_aoffi{};
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};
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@ -316,55 +316,85 @@ private:
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}
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void DeclareInputAttributes() {
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if (ir.HasPhysicalAttributes()) {
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const u32 num_inputs{stage == ShaderStage::Vertex ? GetNumPhysicalAttributes()
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: GetNumPhysicalVaryings()};
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for (u32 i = 0; i < num_inputs; ++i) {
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constexpr auto generic_base{static_cast<u32>(Attribute::Index::Attribute_0)};
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const auto index{static_cast<Attribute::Index>(generic_base + i)};
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DeclareInputAttribute(index);
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}
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code.AddNewLine();
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return;
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}
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const auto& attributes = ir.GetInputAttributes();
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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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}
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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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}
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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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}
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code.AddLine("layout (location = " + std::to_string(idx) + ") " + suffix + "in vec4 " +
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attr + ';');
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DeclareInputAttribute(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 DeclareInputAttribute(Attribute::Index index) {
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const u32 generic_index{static_cast<u32>(index) -
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static_cast<u32>(Attribute::Index::Attribute_0)};
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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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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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suffix = GetInputFlags(input_mode);
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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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code.AddLine("layout (location = " + std::to_string(location) + ") " + suffix + "in vec4 " +
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name + ';');
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}
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void DeclareOutputAttributes() {
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if (ir.HasPhysicalAttributes()) {
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for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
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constexpr auto generic_base{static_cast<u32>(Attribute::Index::Attribute_0)};
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const auto index{static_cast<Attribute::Index>(generic_base + i)};
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DeclareOutputAttribute(index);
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}
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code.AddNewLine();
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return;
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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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}
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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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DeclareOutputAttribute(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 auto location{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(location) + ") out vec4 " +
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GetOutputAttribute(index) + ';');
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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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@ -1650,6 +1680,15 @@ private:
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return name + '_' + std::to_string(index) + '_' + suffix;
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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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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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const Device& device;
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const ShaderIR& ir;
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const ShaderStage stage;
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