Remove output interpolation qualifier (#1070)
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6 changed files with 14 additions and 71 deletions
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@ -145,8 +145,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
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gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
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BackpropQualifiers(gpShaders);
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List<IShader> hostShaders = new List<IShader>();
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for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
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@ -375,45 +373,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return new CachedShader(program, codeCached);
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}
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/// <summary>
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/// Performs backwards propagation of interpolation qualifiers or later shader stages input,
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/// to ealier shader stages output.
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/// This is required by older versions of OpenGL (pre-4.3).
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/// </summary>
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/// <param name="program">Graphics shader cached code</param>
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private void BackpropQualifiers(GraphicsShader program)
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{
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ShaderProgram fragmentShader = program.Shaders[4]?.Program;
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bool isFirst = true;
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for (int stage = 3; stage >= 0; stage--)
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{
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if (program.Shaders[stage] == null)
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{
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continue;
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}
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// We need to iterate backwards, since we do name replacement,
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// and it would otherwise replace a subset of the longer names.
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for (int attr = 31; attr >= 0; attr--)
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{
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string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
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if (isFirst && !string.IsNullOrEmpty(iq))
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{
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program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
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}
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else
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{
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program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
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}
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}
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isFirst = false;
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}
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}
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/// <summary>
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/// Gets the primitive topology for the current draw.
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/// This is required by geometry shaders.
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