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shader_decompiler: Remove FragCoord.w hack and change IPA implementation
Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
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@ -35,7 +35,7 @@ namespace {
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using Sirit::Id;
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using Tegra::Engines::ShaderType;
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using Tegra::Shader::Attribute;
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using Tegra::Shader::AttributeUse;
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using Tegra::Shader::PixelImap;
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using Tegra::Shader::Register;
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using namespace VideoCommon::Shader;
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@ -752,16 +752,16 @@ private:
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if (stage != ShaderType::Fragment) {
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continue;
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}
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switch (header.ps.GetAttributeUse(location)) {
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case AttributeUse::Constant:
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switch (header.ps.GetPixelImap(location)) {
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case PixelImap::Constant:
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Decorate(id, spv::Decoration::Flat);
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break;
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case AttributeUse::ScreenLinear:
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Decorate(id, spv::Decoration::NoPerspective);
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break;
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case AttributeUse::Perspective:
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case PixelImap::Perspective:
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// Default
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break;
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case PixelImap::ScreenLinear:
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Decorate(id, spv::Decoration::NoPerspective);
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break;
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default:
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UNREACHABLE_MSG("Unused attribute being fetched");
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}
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@ -1145,9 +1145,6 @@ private:
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switch (attribute) {
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case Attribute::Index::Position: {
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if (stage == ShaderType::Fragment) {
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if (element == 3) {
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return {Constant(t_float, 1.0f), Type::Float};
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}
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return {OpLoad(t_float, AccessElement(t_in_float, frag_coord, element)),
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Type::Float};
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}
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