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@ -21,8 +21,8 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup) { |
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); |
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std::string out = "#version 430 core\n"; |
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out += "// Shader Unique Id: VS" + id + '\n'; |
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out += "#extension GL_ARB_separate_shader_objects : enable\n"; |
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n"; |
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out += "// Shader Unique Id: VS" + id + "\n\n"; |
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out += GetCommonDeclarations(); |
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out += R"( |
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@ -33,6 +33,7 @@ layout(std140) uniform vs_config { |
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test; |
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}; |
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)"; |
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); |
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ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex"); |
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@ -80,11 +81,12 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) { |
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// Version is intentionally skipped in shader generation, it's added by the lazy compilation.
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); |
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std::string out = "// Shader Unique Id: GS" + id + '\n'; |
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out += "#extension GL_ARB_separate_shader_objects : enable\n"; |
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n"; |
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out += "// Shader Unique Id: GS" + id + "\n\n"; |
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out += GetCommonDeclarations(); |
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out += R"(layout (location = 0) in vec4 gs_position[]; |
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out += R"( |
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layout (location = 0) in vec4 gs_position[]; |
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layout (location = 0) out vec4 position; |
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layout (std140) uniform gs_config { |
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@ -92,8 +94,8 @@ layout (std140) uniform gs_config { |
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test; |
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}; |
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)"; |
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)"; |
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); |
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ProgramResult program = |
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry"); |
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@ -111,19 +113,19 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup) { |
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); |
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std::string out = "#version 430 core\n"; |
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out += "// Shader Unique Id: FS" + id + '\n'; |
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out += "#extension GL_ARB_separate_shader_objects : enable\n"; |
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n"; |
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out += "// Shader Unique Id: FS" + id + "\n\n"; |
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out += GetCommonDeclarations(); |
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out += R"( |
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layout(location = 0) out vec4 FragColor0; |
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layout(location = 1) out vec4 FragColor1; |
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layout(location = 2) out vec4 FragColor2; |
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layout(location = 3) out vec4 FragColor3; |
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layout(location = 4) out vec4 FragColor4; |
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layout(location = 5) out vec4 FragColor5; |
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layout(location = 6) out vec4 FragColor6; |
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layout(location = 7) out vec4 FragColor7; |
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layout (location = 0) out vec4 FragColor0; |
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layout (location = 1) out vec4 FragColor1; |
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layout (location = 2) out vec4 FragColor2; |
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layout (location = 3) out vec4 FragColor3; |
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layout (location = 4) out vec4 FragColor4; |
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layout (location = 5) out vec4 FragColor5; |
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layout (location = 6) out vec4 FragColor6; |
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layout (location = 7) out vec4 FragColor7; |
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layout (location = 0) in vec4 position; |
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@ -155,8 +157,9 @@ bool AlphaFunc(in float value) { |
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default: |
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return false; |
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} |
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})"; |
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} |
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)"; |
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); |
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ProgramResult program = |
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment"); |
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@ -171,4 +174,5 @@ void main() { |
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)"; |
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return {out, program.second}; |
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} |
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} // namespace OpenGL::GLShader
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