Some small shader related fixes (#258)
* Some small shader related fixes * Address PR feedback
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6 changed files with 57 additions and 28 deletions
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@ -216,7 +216,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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private void PrintDeclOutAttributes()
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{
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if (Decl.ShaderType == GalShaderType.Vertex)
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if (Decl.ShaderType != GalShaderType.Fragment)
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{
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SB.AppendLine("layout (location = " + GlslDecl.PositionOutAttrLocation + ") out vec4 " + GlslDecl.PositionOutAttrName + ";");
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}
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@ -337,7 +337,10 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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SB.AppendLine(IdentationStr + "gl_Position.xy *= " + GlslDecl.FlipUniformName + ";");
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}
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if (Decl.ShaderType != GalShaderType.Fragment)
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{
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SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + " = gl_Position;");
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SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + ".w = 1;");
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}
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@ -598,9 +601,6 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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switch (Op.Inst)
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{
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case ShaderIrInst.Frcp:
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return true;
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case ShaderIrInst.Ipa:
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case ShaderIrInst.Texq:
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case ShaderIrInst.Texs:
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@ -608,8 +608,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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return false;
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}
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return Op.OperandB != null ||
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Op.OperandC != null;
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return true;
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}
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private string GetName(ShaderIrOperCbuf Cbuf)
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@ -711,13 +710,13 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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else
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{
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return Imm.Value.ToString(CultureInfo.InvariantCulture);
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return GetIntConst(Imm.Value);
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}
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}
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private string GetValue(ShaderIrOperImmf Immf)
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{
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return Immf.Value.ToString(CultureInfo.InvariantCulture);
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return GetFloatConst(Immf.Value);
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}
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private string GetName(ShaderIrOperPred Pred)
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@ -1047,7 +1046,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (!float.IsNaN(Value) && !float.IsInfinity(Value))
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{
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return Value.ToString(CultureInfo.InvariantCulture);
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return GetFloatConst(Value);
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}
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}
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break;
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@ -1064,6 +1063,20 @@ namespace Ryujinx.Graphics.Gal.Shader
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return Expr;
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}
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private static string GetIntConst(int Value)
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{
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string Expr = Value.ToString(CultureInfo.InvariantCulture);
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return Value < 0 ? "(" + Expr + ")" : Expr;
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}
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private static string GetFloatConst(float Value)
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{
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string Expr = Value.ToString(CultureInfo.InvariantCulture);
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return Value < 0 ? "(" + Expr + ")" : Expr;
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}
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private static OperType GetDstNodeType(ShaderIrNode Node)
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{
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//Special case instructions with the result type different
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