Make sure attributes used on subsequent shader stages are initialized (#2538)
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15 changed files with 347 additions and 262 deletions
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@ -49,46 +49,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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Declarations.DeclareLocals(context, function);
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if (funcName == MainFunctionName)
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{
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// Some games will leave some elements of gl_Position uninitialized,
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// in those cases, the elements will contain undefined values according
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// to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
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// so we do explicit initialization to avoid UB on non-NVIDIA gpus.
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if (context.Config.Stage == ShaderStage.Vertex)
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{
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context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
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}
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// Ensure that unused attributes are set, otherwise the downstream
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// compiler may eliminate them.
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// (Not needed for fragment shader as it is the last stage).
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if (context.Config.Stage != ShaderStage.Compute &&
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context.Config.Stage != ShaderStage.Fragment &&
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!context.Config.GpPassthrough)
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{
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for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
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{
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if (info.OAttributes.Contains(attr))
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{
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continue;
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}
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if ((context.Config.Options.Flags & TranslationFlags.Feedback) != 0)
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0.0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0.0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0.0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 1.0;");
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}
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else
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0.0, 0.0, 0.0, 1.0);");
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}
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}
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}
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}
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PrintBlock(context, function.MainBlock);
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context.LeaveScope();
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