Merge pull request #1010 from bunnei/unk-vert-attrib-shader
gl_shader_decompiler: Improve handling of unknown input/output attributes.
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						403dfd68fc
					
				@ -74,12 +74,11 @@ union Attribute {
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    enum class Index : u64 {
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        Position = 7,
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        Attribute_0 = 8,
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        Attribute_31 = 39,
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        // This attribute contains a tuple of (~, ~, InstanceId, VertexId) when inside a vertex
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        // shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval
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        // shader.
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        TessCoordInstanceIDVertexID = 47,
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        // TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this.
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        Unknown_63 = 63,
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    };
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    union {
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@ -358,8 +358,13 @@ public:
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    void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
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        std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem);
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        std::string src = GetRegisterAsFloat(reg);
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        if (!dest.empty()) {
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            // Can happen with unknown/unimplemented output attributes, in which case we ignore the
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            // instruction for now.
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            shader.AddLine(dest + " = " + src + ';');
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        }
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    }
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    /// Generates code representing a uniform (C buffer) register, interpreted as the input type.
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    std::string GetUniform(u64 index, u64 offset, GLSLRegister::Type type) {
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@ -534,20 +539,16 @@ private:
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            // shader.
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            ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
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            return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))";
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        case Attribute::Index::Unknown_63:
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            // TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this.
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            LOG_CRITICAL(HW_GPU, "Unhandled input attribute Unknown_63");
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            UNREACHABLE();
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            break;
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        default:
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            const u32 index{static_cast<u32>(attribute) -
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                            static_cast<u32>(Attribute::Index::Attribute_0)};
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            if (attribute >= Attribute::Index::Attribute_0) {
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            if (attribute >= Attribute::Index::Attribute_0 &&
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                attribute <= Attribute::Index::Attribute_31) {
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                declr_input_attribute.insert(attribute);
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                return "input_attribute_" + std::to_string(index);
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            }
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            LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", index);
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            LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", static_cast<u32>(attribute));
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            UNREACHABLE();
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        }
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@ -569,6 +570,7 @@ private:
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            LOG_CRITICAL(HW_GPU, "Unhandled output attribute: {}", index);
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            UNREACHABLE();
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            return {};
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        }
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    }
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