Make sure attributes used on subsequent shader stages are initialized (#2538)
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15 changed files with 347 additions and 262 deletions
49
Ryujinx.Graphics.Gpu/Shader/ShaderDumpPaths.cs
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49
Ryujinx.Graphics.Gpu/Shader/ShaderDumpPaths.cs
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Paths where shader code was dumped on disk.
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/// </summary>
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struct ShaderDumpPaths
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{
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/// <summary>
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/// Path where the full shader code with header was dumped, or null if not dumped.
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/// </summary>
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public string FullPath { get; }
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/// <summary>
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/// Path where the shader code without header was dumped, or null if not dumped.
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/// </summary>
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public string CodePath { get; }
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/// <summary>
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/// True if the shader was dumped, false otherwise.
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/// </summary>
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public bool HasPath => FullPath != null && CodePath != null;
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/// <summary>
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/// Creates a new shader dumps path structure.
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/// </summary>
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/// <param name="fullPath">Path where the full shader code with header was dumped, or null if not dumped</param>
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/// <param name="codePath">Path where the shader code without header was dumped, or null if not dumped</param>
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public ShaderDumpPaths(string fullPath, string codePath)
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{
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FullPath = fullPath;
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CodePath = codePath;
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}
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/// <summary>
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/// Prepends the shader paths on the program source, as a comment.
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/// </summary>
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/// <param name="program">Program to prepend into</param>
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public void Prepend(ShaderProgram program)
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{
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if (HasPath)
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{
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program.Prepend("// " + CodePath);
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program.Prepend("// " + FullPath);
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}
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}
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}
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}
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