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gl_shader_decompiler: Skip physical unused attributes
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parent
28bffb1ffa
commit
5321cdd276
1 changed files with 27 additions and 18 deletions
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@ -310,30 +310,28 @@ private:
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}
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std::string GetInputFlags(AttributeUse attribute) {
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std::string out;
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switch (attribute) {
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case AttributeUse::Constant:
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out += "flat ";
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break;
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case AttributeUse::ScreenLinear:
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out += "noperspective ";
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break;
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case AttributeUse::Perspective:
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// Default, Smooth
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break;
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return {};
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case AttributeUse::Constant:
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return "flat ";
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case AttributeUse::ScreenLinear:
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return "noperspective ";
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default:
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LOG_CRITICAL(HW_GPU, "Unused attribute being fetched");
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UNREACHABLE();
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case AttributeUse::Unused:
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UNREACHABLE_MSG("Unused attribute being fetched");
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return {};
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UNIMPLEMENTED_MSG("Unknown attribute usage index={}", static_cast<u32>(attribute));
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return {};
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}
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return out;
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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{GetNumPhysicalInputAttributes()};
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for (u32 i = 0; i < num_inputs; ++i) {
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DeclareInputAttribute(ToGenericAttribute(i));
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DeclareInputAttribute(ToGenericAttribute(i), true);
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}
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code.AddNewLine();
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return;
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@ -342,14 +340,14 @@ private:
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const auto& attributes = ir.GetInputAttributes();
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for (const auto index : attributes) {
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if (IsGenericAttribute(index)) {
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DeclareInputAttribute(index);
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DeclareInputAttribute(index, false);
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}
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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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void DeclareInputAttribute(Attribute::Index index, bool skip_unused) {
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const u32 generic_index{GetGenericAttributeIndex(index)};
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std::string name{GetInputAttribute(index)};
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@ -360,6 +358,9 @@ private:
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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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if (skip_unused && input_mode == AttributeUse::Unused) {
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return;
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}
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suffix = GetInputFlags(input_mode);
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}
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@ -470,11 +471,19 @@ private:
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code.AddLine("switch (physical_address) {");
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// Just declare generic attributes for now.
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const auto num_attributes{static_cast<u32>(GetNumPhysicalAttributes())};
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const auto num_attributes{static_cast<u32>(GetNumPhysicalInputAttributes())};
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for (u32 index = 0; index < num_attributes; ++index) {
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const auto attribute{ToGenericAttribute(index)};
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for (u32 element = 0; element < 4; ++element) {
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code.AddLine(fmt::format("case 0x{:x}: return {};", 0x80 + index * 16 + element * 4,
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ReadAttribute(ToGenericAttribute(index), element)));
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constexpr u32 generic_base{0x80};
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constexpr u32 generic_stride{16};
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constexpr u32 element_stride{4};
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const u32 address{generic_base + index * generic_stride + element * element_stride};
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const bool declared{stage != ShaderStage::Fragment ||
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header.ps.GetAttributeUse(index) != AttributeUse::Unused};
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const std::string value{declared ? ReadAttribute(attribute, element) : "0"};
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code.AddLine(fmt::format("case 0x{:x}: return {};", address, value));
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}
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}
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