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rsx: Fix shader compilation
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a0ef1a672c
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@ -50,7 +50,7 @@ void GLFragmentDecompilerThread::insertInputs(std::stringstream & OS)
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{
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glsl::insert_fragment_shader_inputs_block(
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OS,
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glsl::extension_type::NV,
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glsl::extension_flavour::NV,
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m_prog,
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m_parr.params[PF_PARAM_IN],
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{
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@ -1145,6 +1145,7 @@ namespace glsl
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void insert_fragment_shader_inputs_block(
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std::stringstream& OS,
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const std::string_view ext_flavour,
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const RSXFragmentProgram& prog,
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const std::vector<ParamType>& params,
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const two_sided_lighting_config& _2sided_lighting,
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@ -1157,7 +1158,7 @@ namespace glsl
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std::string type;
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};
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rsx::simple_array<_varying_register_config> varying_list;
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std::vector<_varying_register_config> varying_list;
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for (const ParamType& PT : params)
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{
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@ -1208,7 +1209,7 @@ namespace glsl
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}
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// Make the output a little nicer
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varying_list.sort(FN(x.location < y.location));
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std::sort(varying_list.begin(), varying_list.end(), FN(x.location < y.location));
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if (!(prog.ctrl & RSX_SHADER_CONTROL_ATTRIBUTE_INTERPOLATION))
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{
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@ -1217,22 +1218,27 @@ namespace glsl
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OS << "layout(location=" << reg.location << ") in " << reg.type << " " << reg.name << ";\n";
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}
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OS << "\n";
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return;
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}
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for (const auto& reg : varying_list)
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{
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OS << "layout(location=" << reg.location << ") pervertexNV in " << reg.type << " " << reg.name << "_raw[3];\n";
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OS << "layout(location=" << reg.location << ") pervertex" << ext_flavour << " in " << reg.type << " " << reg.name << "_raw[3];\n";
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}
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// Interpolate the input attributes manually.
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// Matches AMD behavior where gl_BaryCoordSmoothAMD only provides x and y with z being autogenerated.
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OS <<
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"vec4 _interpolate_varying3(const in vec4[3] v)\n"
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"{\n"
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" const BaryCoord_z = 1.0 - (gl_BaryCoordNV.x + gl_BaryCoordNV.y);\n"
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" return gl_BaryCoordNV.x * v[0] + gl_BaryCoordNV.y * v[1] + BaryCoord_z * v[2];\n"
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"}\n\n";
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OS << fmt::replace_all(
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"\n"
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"vec4 _interpolate_varying3(const in vec4[3] v)\n"
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"{\n"
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" const float _gl_BaryCoord_z = 1.0 - ($gl_BaryCoord.x + $gl_BaryCoord.y);\n"
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" return $gl_BaryCoord.x * v[0] + $gl_BaryCoord.y * v[1] + _gl_BaryCoord_z * v[2];\n"
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"}\n\n",
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{
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{ "$gl_BaryCoord", "gl_BaryCoord"s + std::string(ext_flavour) }
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});
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for (const auto& reg : varying_list)
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{
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@ -4,7 +4,7 @@
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#include "GLSLTypes.h"
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#include "ShaderParam.h"
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class RSXFragmentProgram;
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struct RSXFragmentProgram;
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namespace rsx
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{
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@ -90,7 +90,7 @@ namespace glsl
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bool two_sided_specular;
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};
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struct extension_type
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struct extension_flavour
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{
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static constexpr std::string_view
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EXT = "EXT",
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@ -65,7 +65,7 @@ void VKFragmentDecompilerThread::insertInputs(std::stringstream & OS)
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{
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glsl::insert_fragment_shader_inputs_block(
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OS,
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glsl::extension_type::EXT,
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glsl::extension_flavour::EXT,
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m_prog,
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m_parr.params[PF_PARAM_IN],
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{
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@ -541,9 +541,9 @@ VKGSRender::VKGSRender(utils::serial* ar) noexcept : GSRender(ar)
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// NVIDIA has broken attribute interpolation
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backend_config.supports_normalized_barycentrics = (
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vk::get_driver_vendor() != vk::driver_vendor::NVIDIA &&
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m_device->get_barycoords_support() &&
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g_cfg.video.shader_precision != gpu_preset_level::low);
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vk::get_driver_vendor() != vk::driver_vendor::NVIDIA ||
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!m_device->get_barycoords_support() ||
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g_cfg.video.shader_precision == gpu_preset_level::low);
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// NOTE: We do not actually need multiple sample support for A2C to work
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// This is here for visual consistency - will be removed when AA problems due to mipmaps are fixed
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