Changing shader decompiler to avoid vec2 and vec3 types, which were causing specific crashes. (#332)
* Changing shader decompiler to avoid vec2 and vec3 types, which were causing specific crashes. * aligning code * step back * Redoing changes * Redoing changes * Redoing changes and avoiding concatenations * redoing changes
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3cf1b6cf77
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827752ec07
1 changed files with 15 additions and 14 deletions
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@ -23,8 +23,6 @@ namespace Ryujinx.Graphics.Gal.Shader
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private const int MaxVertexInput = 3;
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private static string[] ElemTypes = new string[] { "float", "vec2", "vec3", "vec4" };
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private GlslDecl Decl;
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private ShaderHeader Header, HeaderB;
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@ -266,7 +264,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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if (DeclInfo.Index >= 0)
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{
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SB.AppendLine(IdentationStr + "layout (location = " + DeclInfo.Index + ") " + GetDecl(DeclInfo) + "; ");
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SB.AppendLine(IdentationStr + "layout (location = " + DeclInfo.Index + ") vec4 " + DeclInfo.Name + "; ");
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}
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}
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@ -297,7 +295,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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if (DeclInfo.Index >= 0)
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{
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SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " " + GetDecl(DeclInfo) + ";");
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SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " vec4 " + DeclInfo.Name + ";");
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Count++;
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}
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@ -331,7 +329,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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else if (DeclInfo.Name == GlslDecl.FragmentOutputName)
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{
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Name = "layout (location = 0) out " + GetDecl(DeclInfo) + Suffix + ";" + Environment.NewLine;
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Name = "layout (location = 0) out vec4 " + DeclInfo.Name + Suffix + ";" + Environment.NewLine;
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}
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else
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{
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@ -354,7 +352,14 @@ namespace Ryujinx.Graphics.Gal.Shader
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private string GetDecl(ShaderDeclInfo DeclInfo)
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{
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return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
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if (DeclInfo.Size == 4)
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{
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return "vec4 " + DeclInfo.Name;
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}
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else
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{
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return "float " + DeclInfo.Name;
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}
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}
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private void PrintMain()
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@ -370,13 +375,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderDeclInfo DeclInfo = KV.Value;
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string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
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if (Decl.ShaderType == GalShaderType.Geometry)
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{
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for (int Vertex = 0; Vertex < MaxVertexInput; Vertex++)
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{
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string Dst = Attr.Name + "[" + Vertex + "]" + Swizzle;
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string Dst = Attr.Name + "[" + Vertex + "]";
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string Src = "block_in[" + Vertex + "]." + DeclInfo.Name;
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@ -385,7 +388,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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else
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{
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SB.AppendLine(IdentationStr + Attr.Name + Swizzle + " = " + DeclInfo.Name + ";");
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SB.AppendLine(IdentationStr + Attr.Name + " = " + DeclInfo.Name + ";");
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}
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}
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@ -418,8 +421,6 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderDeclInfo DeclInfo = KV.Value;
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string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
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string Name = Attr.Name;
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if (Decl.ShaderType == GalShaderType.Geometry)
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@ -427,7 +428,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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Name += "[0]";
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}
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SB.AppendLine(Identation + DeclInfo.Name + " = " + Name + Swizzle + ";");
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SB.AppendLine(Identation + DeclInfo.Name + " = " + Name + ";");
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}
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if (Decl.ShaderType == GalShaderType.Vertex)
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