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
This commit is contained in:
Darabat 2018-08-06 22:26:19 -03:00 committed by gdkchan
parent 3cf1b6cf77
commit 827752ec07

View file

@ -23,8 +23,6 @@ namespace Ryujinx.Graphics.Gal.Shader
private const int MaxVertexInput = 3; private const int MaxVertexInput = 3;
private static string[] ElemTypes = new string[] { "float", "vec2", "vec3", "vec4" };
private GlslDecl Decl; private GlslDecl Decl;
private ShaderHeader Header, HeaderB; private ShaderHeader Header, HeaderB;
@ -266,7 +264,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{ {
if (DeclInfo.Index >= 0) if (DeclInfo.Index >= 0)
{ {
SB.AppendLine(IdentationStr + "layout (location = " + DeclInfo.Index + ") " + GetDecl(DeclInfo) + "; "); SB.AppendLine(IdentationStr + "layout (location = " + DeclInfo.Index + ") vec4 " + DeclInfo.Name + "; ");
} }
} }
@ -297,7 +295,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{ {
if (DeclInfo.Index >= 0) if (DeclInfo.Index >= 0)
{ {
SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " " + GetDecl(DeclInfo) + ";"); SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " vec4 " + DeclInfo.Name + ";");
Count++; Count++;
} }
@ -331,7 +329,7 @@ namespace Ryujinx.Graphics.Gal.Shader
} }
else if (DeclInfo.Name == GlslDecl.FragmentOutputName) else if (DeclInfo.Name == GlslDecl.FragmentOutputName)
{ {
Name = "layout (location = 0) out " + GetDecl(DeclInfo) + Suffix + ";" + Environment.NewLine; Name = "layout (location = 0) out vec4 " + DeclInfo.Name + Suffix + ";" + Environment.NewLine;
} }
else else
{ {
@ -354,7 +352,14 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetDecl(ShaderDeclInfo DeclInfo) private string GetDecl(ShaderDeclInfo DeclInfo)
{ {
return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name; if (DeclInfo.Size == 4)
{
return "vec4 " + DeclInfo.Name;
}
else
{
return "float " + DeclInfo.Name;
}
} }
private void PrintMain() private void PrintMain()
@ -370,13 +375,11 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderDeclInfo DeclInfo = KV.Value; ShaderDeclInfo DeclInfo = KV.Value;
string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
if (Decl.ShaderType == GalShaderType.Geometry) if (Decl.ShaderType == GalShaderType.Geometry)
{ {
for (int Vertex = 0; Vertex < MaxVertexInput; Vertex++) for (int Vertex = 0; Vertex < MaxVertexInput; Vertex++)
{ {
string Dst = Attr.Name + "[" + Vertex + "]" + Swizzle; string Dst = Attr.Name + "[" + Vertex + "]";
string Src = "block_in[" + Vertex + "]." + DeclInfo.Name; string Src = "block_in[" + Vertex + "]." + DeclInfo.Name;
@ -385,7 +388,7 @@ namespace Ryujinx.Graphics.Gal.Shader
} }
else else
{ {
SB.AppendLine(IdentationStr + Attr.Name + Swizzle + " = " + DeclInfo.Name + ";"); SB.AppendLine(IdentationStr + Attr.Name + " = " + DeclInfo.Name + ";");
} }
} }
@ -418,8 +421,6 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderDeclInfo DeclInfo = KV.Value; ShaderDeclInfo DeclInfo = KV.Value;
string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
string Name = Attr.Name; string Name = Attr.Name;
if (Decl.ShaderType == GalShaderType.Geometry) if (Decl.ShaderType == GalShaderType.Geometry)
@ -427,7 +428,7 @@ namespace Ryujinx.Graphics.Gal.Shader
Name += "[0]"; Name += "[0]";
} }
SB.AppendLine(Identation + DeclInfo.Name + " = " + Name + Swizzle + ";"); SB.AppendLine(Identation + DeclInfo.Name + " = " + Name + ";");
} }
if (Decl.ShaderType == GalShaderType.Vertex) if (Decl.ShaderType == GalShaderType.Vertex)