Add support for Vertex Program A and other small shader improvements (#192)
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits * Add separate subroutines for program A/B, and copy attributes to a temp * Move finalization code to main * Add new line after flip uniform on the shader * Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo * Address PR feedback
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9 changed files with 303 additions and 78 deletions
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@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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private GlslDecl Decl;
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private ShaderIrBlock[] Blocks;
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private ShaderIrBlock[] Blocks, BlocksB;
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private StringBuilder SB;
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@ -104,24 +104,63 @@ namespace Ryujinx.Graphics.Gal.Shader
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};
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}
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public GlslProgram Decompile(
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IGalMemory Memory,
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long VpAPosition,
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long VpBPosition,
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GalShaderType ShaderType)
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{
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Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
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BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
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GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
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GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);
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Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
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return Decompile();
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}
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public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
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{
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Blocks = ShaderDecoder.Decode(Memory, Position);
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Blocks = ShaderDecoder.Decode(Memory, Position);
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BlocksB = null;
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Decl = new GlslDecl(Blocks, ShaderType);
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return Decompile();
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}
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private GlslProgram Decompile()
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{
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SB = new StringBuilder();
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SB.AppendLine("#version 410 core");
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PrintDeclTextures();
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PrintDeclUniforms();
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PrintDeclAttributes();
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PrintDeclInAttributes();
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PrintDeclOutAttributes();
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PrintDeclGprs();
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PrintDeclPreds();
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PrintBlockScope(Blocks[0], null, null, "void main()", IdentationStr);
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if (BlocksB != null)
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{
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PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
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SB.AppendLine();
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PrintBlockScope(BlocksB[0], null, null, "void " + GlslDecl.ProgramBName + "()", IdentationStr);
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}
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else
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{
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PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
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}
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SB.AppendLine();
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PrintMain();
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string GlslCode = SB.ToString();
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@ -143,11 +182,15 @@ namespace Ryujinx.Graphics.Gal.Shader
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SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
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}
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SB.AppendLine();
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foreach (ShaderDeclInfo DeclInfo in Decl.Uniforms.Values.OrderBy(DeclKeySelector))
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{
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SB.AppendLine($"layout (std140) uniform {DeclInfo.Name} {{");
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SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{DeclInfo.Index / 4 + 1}];");
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SB.AppendLine($"}};");
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SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{GlslDecl.MaxUboSize}];");
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SB.AppendLine("};");
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}
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if (Decl.Uniforms.Count > 0)
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@ -156,6 +199,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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private void PrintDeclAttributes()
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{
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PrintDecls(Decl.Attributes);
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}
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private void PrintDeclInAttributes()
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{
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if (Decl.ShaderType == GalShaderType.Fragment)
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@ -244,6 +292,59 @@ namespace Ryujinx.Graphics.Gal.Shader
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return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
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}
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private void PrintMain()
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{
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SB.AppendLine("void main() {");
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.InAttributes)
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{
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if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
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{
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continue;
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}
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ShaderDeclInfo DeclInfo = KV.Value;
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string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
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SB.AppendLine(IdentationStr + Attr.Name + Swizzle + " = " + DeclInfo.Name + ";");
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}
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if (BlocksB != null)
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{
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SB.AppendLine(IdentationStr + GlslDecl.ProgramAName + "();");
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SB.AppendLine(IdentationStr + GlslDecl.ProgramBName + "();");
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}
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else
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{
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SB.AppendLine(IdentationStr + GlslDecl.ProgramName + "();");
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}
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.OutAttributes)
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{
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if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
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{
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continue;
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}
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ShaderDeclInfo DeclInfo = KV.Value;
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string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
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SB.AppendLine(IdentationStr + DeclInfo.Name + " = " + Attr.Name + Swizzle + ";");
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}
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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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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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SB.AppendLine("}");
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}
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private void PrintBlockScope(
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ShaderIrBlock Block,
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ShaderIrBlock EndBlock,
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@ -383,18 +484,6 @@ namespace Ryujinx.Graphics.Gal.Shader
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continue;
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}
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else if (Op.Inst == ShaderIrInst.Exit)
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{
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//Do everything that needs to be done before
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//the shader ends here.
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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SB.AppendLine(Identation + "gl_Position.xy *= flip;");
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SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + " = gl_Position;");
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SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + ".w = 1;");
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}
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}
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SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
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}
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@ -546,11 +635,12 @@ namespace Ryujinx.Graphics.Gal.Shader
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private string GetOutAbufName(ShaderIrOperAbuf Abuf)
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{
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return GetName(Decl.OutAttributes, Abuf);
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return GetAttrTempName(Abuf);
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}
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private string GetName(ShaderIrOperAbuf Abuf)
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{
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//Handle special scalar read-only attributes here.
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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switch (Abuf.Offs)
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@ -569,20 +659,33 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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return GetName(Decl.InAttributes, Abuf);
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return GetAttrTempName(Abuf);
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}
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private string GetName(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, ShaderIrOperAbuf Abuf)
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private string GetAttrTempName(ShaderIrOperAbuf Abuf)
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{
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int Index = Abuf.Offs >> 4;
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int Elem = (Abuf.Offs >> 2) & 3;
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if (!Dict.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
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string Swizzle = "." + GetAttrSwizzle(Elem);
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if (!Decl.Attributes.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
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{
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//Handle special vec4 attributes here
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//(for example, index 7 is aways gl_Position).
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if (Index == GlslDecl.GlPositionVec4Index)
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{
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string Name =
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Decl.ShaderType != GalShaderType.Vertex &&
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Decl.ShaderType != GalShaderType.Geometry ? GlslDecl.PositionOutAttrName : "gl_Position";
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return Name + Swizzle;
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}
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throw new InvalidOperationException();
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}
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return DeclInfo.Size > 1 ? DeclInfo.Name + "." + GetAttrSwizzle(Elem) : DeclInfo.Name;
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return DeclInfo.Name + Swizzle;
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}
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private string GetName(ShaderIrOperGpr Gpr)
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