glsl: Add boolean reference workaround
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commit
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6 changed files with 15 additions and 2 deletions
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@ -7,6 +7,7 @@
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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namespace {
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@ -30,8 +31,9 @@ void EmitConditionRef(EmitContext& ctx, IR::Inst& inst, const IR::Value& value)
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inst.DestructiveAddUsage(1);
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const auto ret{ctx.var_alloc.Define(inst, GlslVarType::U1)};
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const auto input{ctx.var_alloc.Consume(value)};
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const auto suffix{ctx.profile.has_gl_bool_ref_bug ? "?true:false" : ""};
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if (ret != input) {
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ctx.Add("{}={};", ret, input);
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ctx.Add("{}={}{};", ret, input, suffix);
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}
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}
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@ -90,7 +90,9 @@ void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value&
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if (phi_reg == val_reg) {
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return;
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}
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ctx.Add("{}={};", phi_reg, val_reg);
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const bool needs_workaround{ctx.profile.has_gl_bool_ref_bug && phi_type == IR::Type::U1};
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const auto suffix{needs_workaround ? "?true:false" : ""};
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ctx.Add("{}={}{};", phi_reg, val_reg, suffix);
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}
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void EmitPrologue(EmitContext& ctx) {
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