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https://github.com/yuzu-emu/yuzu-android.git
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glsl: Add boolean reference workaround
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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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@ -67,6 +67,8 @@ struct Profile {
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bool has_gl_precise_bug{};
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/// Some drivers do not properly support floatBitsToUint when used on cbufs
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bool has_gl_cbuf_ftou_bug{};
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/// Some drivers poorly optimize boolean variable references
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bool has_gl_bool_ref_bug{};
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/// Ignores SPIR-V ordered vs unordered using GLSL semantics
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bool ignore_nan_fp_comparisons{};
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