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gl_shader_decompiler: Remove guest "position" varying
"position" was being written but not read anywhere besides geometry shaders, where it had the same value as gl_Position. This commit replaces "position" with gl_Position, reducing the complexity of our code and the emitted GLSL code.
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e70f16fff7
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@ -45,7 +45,6 @@ struct TextureAoffi {};
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using TextureArgument = std::pair<Type, Node>;
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using TextureIR = std::variant<TextureAoffi, TextureArgument>;
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enum : u32 { POSITION_VARYING_LOCATION = 0, GENERIC_VARYING_START_LOCATION = 1 };
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constexpr u32 MAX_CONSTBUFFER_ELEMENTS =
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static_cast<u32>(RasterizerOpenGL::MaxConstbufferSize) / (4 * sizeof(float));
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@ -247,6 +246,12 @@ private:
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code.AddLine("layout ({}, max_vertices = {}) out;", topology, max_vertices);
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code.AddNewLine();
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code.AddLine("in gl_PerVertex {{");
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++code.scope;
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code.AddLine("vec4 gl_Position;");
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--code.scope;
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code.AddLine("}} gl_in[];");
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DeclareVertexRedeclarations();
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}
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@ -349,7 +354,7 @@ private:
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}
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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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const u32 location{GetGenericAttributeIndex(index)};
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std::string name{GetInputAttribute(index)};
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if (stage == ShaderStage::Geometry) {
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@ -358,19 +363,13 @@ 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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const auto input_mode{header.ps.GetAttributeUse(location)};
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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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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 = {}) {} in vec4 {};", location, suffix, name);
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}
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@ -395,7 +394,7 @@ private:
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}
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void DeclareOutputAttribute(Attribute::Index index) {
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const u32 location{GetGenericAttributeIndex(index) + GENERIC_VARYING_START_LOCATION};
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const u32 location{GetGenericAttributeIndex(index)};
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code.AddLine("layout (location = {}) out vec4 {};", location, GetOutputAttribute(index));
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}
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@ -633,10 +632,14 @@ private:
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switch (attribute) {
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case Attribute::Index::Position:
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if (stage != ShaderStage::Fragment) {
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return GeometryPass("position") + GetSwizzle(element);
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} else {
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switch (stage) {
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case ShaderStage::Geometry:
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return fmt::format("gl_in[ftou({})].gl_Position{}", Visit(buffer),
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GetSwizzle(element));
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case ShaderStage::Fragment:
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return element == 3 ? "1.0f" : ("gl_FragCoord"s + GetSwizzle(element));
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default:
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UNREACHABLE();
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}
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case Attribute::Index::PointCoord:
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switch (element) {
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@ -921,7 +924,7 @@ private:
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target = [&]() -> std::string {
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switch (const auto attribute = abuf->GetIndex(); abuf->GetIndex()) {
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case Attribute::Index::Position:
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return "position"s + GetSwizzle(abuf->GetElement());
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return "gl_Position"s + GetSwizzle(abuf->GetElement());
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case Attribute::Index::PointSize:
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return "gl_PointSize";
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case Attribute::Index::ClipDistances0123:
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@ -1506,9 +1509,7 @@ private:
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// If a geometry shader is attached, it will always flip (it's the last stage before
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// fragment). For more info about flipping, refer to gl_shader_gen.cpp.
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code.AddLine("position.xy *= viewport_flip.xy;");
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code.AddLine("gl_Position = position;");
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code.AddLine("position.w = 1.0;");
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code.AddLine("gl_Position.xy *= viewport_flip.xy;");
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code.AddLine("EmitVertex();");
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return {};
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}
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@ -1746,8 +1747,7 @@ private:
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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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return std::min<u32>(device.GetMaxVaryings(), Maxwell::NumVaryings);
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}
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const Device& device;
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@ -23,8 +23,6 @@ ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setu
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out += GetCommonDeclarations();
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out += R"(
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layout (location = 0) out vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
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vec4 viewport_flip;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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@ -48,7 +46,6 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
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out += R"(
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void main() {
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position = vec4(0.0, 0.0, 0.0, 0.0);
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execute_vertex();
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)";
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@ -59,19 +56,12 @@ void main() {
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out += R"(
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// Set Position Y direction
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position.y *= utof(config_pack[2]);
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gl_Position.y *= utof(config_pack[2]);
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// Check if the flip stage is VertexB
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// Config pack's second value is flip_stage
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if (config_pack[1] == 1) {
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// Viewport can be flipped, which is unsupported by glViewport
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position.xy *= viewport_flip.xy;
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}
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gl_Position = position;
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// TODO(bunnei): This is likely a hack, position.w should be interpolated as 1.0
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// For now, this is here to bring order in lieu of proper emulation
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if (config_pack[1] == 1) {
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position.w = 1.0;
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gl_Position.xy *= viewport_flip.xy;
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}
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})";
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@ -85,9 +75,6 @@ ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& se
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out += GetCommonDeclarations();
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out += R"(
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layout (location = 0) in vec4 gs_position[];
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layout (location = 0) out vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
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vec4 viewport_flip;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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@ -124,8 +111,6 @@ layout (location = 5) out vec4 FragColor5;
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layout (location = 6) out vec4 FragColor6;
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layout (location = 7) out vec4 FragColor7;
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layout (location = 0) in noperspective vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
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vec4 viewport_flip;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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