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glsl: Move gl_Position/generic attribute initialization to EmitProlgue
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commit
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2 changed files with 12 additions and 14 deletions
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@ -216,15 +216,6 @@ std::string EmitGLSL(const Profile& profile, const RuntimeInfo& runtime_info, IR
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fmt::format("shared uint smem[{}];", Common::AlignUp(program.shared_memory_size, 4));
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fmt::format("shared uint smem[{}];", Common::AlignUp(program.shared_memory_size, 4));
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}
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}
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ctx.header += "void main(){\n";
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ctx.header += "void main(){\n";
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if (program.stage == Stage::VertexA || program.stage == Stage::VertexB) {
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ctx.header += "gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);";
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// TODO: Properly resolve attribute issues
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for (size_t index = 0; index < program.info.stores_generics.size() / 2; ++index) {
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if (!program.info.stores_generics[index]) {
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ctx.header += fmt::format("out_attr{}=vec4(0,0,0,1);", index);
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}
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}
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}
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DefineVariables(ctx, ctx.header);
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DefineVariables(ctx, ctx.header);
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if (ctx.uses_cc_carry) {
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if (ctx.uses_cc_carry) {
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ctx.header += "uint carry;";
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ctx.header += "uint carry;";
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@ -6,6 +6,7 @@
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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namespace Shader::Backend::GLSL {
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@ -42,13 +43,19 @@ void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value&
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ctx.Add("{}={};", phi_reg, val_reg);
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ctx.Add("{}={};", phi_reg, val_reg);
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}
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}
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void EmitPrologue(EmitContext&) {
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void EmitPrologue(EmitContext& ctx) {
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// TODO
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if (ctx.stage == Stage::VertexA || ctx.stage == Stage::VertexB) {
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ctx.Add("gl_Position=vec4(0.0f, 0.0f, 0.0f, 1.0f);");
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// TODO: Properly resolve attribute issues
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for (size_t index = 0; index < ctx.info.stores_generics.size() / 2; ++index) {
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if (!ctx.info.stores_generics[index]) {
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ctx.Add("out_attr{}=vec4(0,0,0,1);", index);
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}
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}
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}
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}
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}
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void EmitEpilogue(EmitContext&) {
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void EmitEpilogue(EmitContext&) {}
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// TODO
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}
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void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) {
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void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) {
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ctx.Add("EmitStreamVertex(int({}));", ctx.var_alloc.Consume(stream));
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ctx.Add("EmitStreamVertex(int({}));", ctx.var_alloc.Consume(stream));
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