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gl_shader_decompiler: Avoid writing output attribute when unimplemented
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4ee9949639
commit
17a9b0178d
1 changed files with 14 additions and 10 deletions
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@ -984,10 +984,10 @@ private:
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return {std::move(temporary), value.GetType()};
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}
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Expression GetOutputAttribute(const AbufNode* abuf) {
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std::optional<Expression> GetOutputAttribute(const AbufNode* abuf) {
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switch (const auto attribute = abuf->GetIndex()) {
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case Attribute::Index::Position:
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return {"gl_Position"s + GetSwizzle(abuf->GetElement()), Type::Float};
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return {{"gl_Position"s + GetSwizzle(abuf->GetElement()), Type::Float}};
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case Attribute::Index::LayerViewportPointSize:
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switch (abuf->GetElement()) {
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case 0:
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@ -997,25 +997,25 @@ private:
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if (IsVertexShader(stage) && !device.HasVertexViewportLayer()) {
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return {};
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}
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return {"gl_Layer", Type::Int};
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return {{"gl_Layer", Type::Int}};
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case 2:
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if (IsVertexShader(stage) && !device.HasVertexViewportLayer()) {
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return {};
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}
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return {"gl_ViewportIndex", Type::Int};
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return {{"gl_ViewportIndex", Type::Int}};
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case 3:
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UNIMPLEMENTED_MSG("Requires some state changes for gl_PointSize to work in shader");
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return {"gl_PointSize", Type::Float};
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return {{"gl_PointSize", Type::Float}};
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}
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return {};
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case Attribute::Index::ClipDistances0123:
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return {fmt::format("gl_ClipDistance[{}]", abuf->GetElement()), Type::Float};
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return {{fmt::format("gl_ClipDistance[{}]", abuf->GetElement()), Type::Float}};
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case Attribute::Index::ClipDistances4567:
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return {fmt::format("gl_ClipDistance[{}]", abuf->GetElement() + 4), Type::Float};
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return {{fmt::format("gl_ClipDistance[{}]", abuf->GetElement() + 4), Type::Float}};
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default:
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if (IsGenericAttribute(attribute)) {
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return {GetOutputAttribute(attribute) + GetSwizzle(abuf->GetElement()),
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Type::Float};
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return {
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{GetOutputAttribute(attribute) + GetSwizzle(abuf->GetElement()), Type::Float}};
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}
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UNIMPLEMENTED_MSG("Unhandled output attribute: {}", static_cast<u32>(attribute));
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return {};
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@ -1187,7 +1187,11 @@ private:
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target = {GetRegister(gpr->GetIndex()), Type::Float};
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} else if (const auto abuf = std::get_if<AbufNode>(&*dest)) {
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UNIMPLEMENTED_IF(abuf->IsPhysicalBuffer());
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target = GetOutputAttribute(abuf);
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auto output = GetOutputAttribute(abuf);
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if (!output) {
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return {};
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}
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target = std::move(*output);
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} else if (const auto lmem = std::get_if<LmemNode>(&*dest)) {
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if (stage == ProgramType::Compute) {
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LOG_WARNING(Render_OpenGL, "Local memory is stubbed on compute shaders");
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