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	gl_shader_decompiler: fallback to CPU shader on GS b15 access
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					 1 changed files with 6 additions and 3 deletions
				
			
		|  | @ -345,8 +345,11 @@ private: | |||
|     /// Generates code representing a bool uniform
 | ||||
|     std::string GetUniformBool(u32 index) const { | ||||
|         if (is_gs && index == 15) { | ||||
|             // The uniform b15 is set to true after every geometry shader invocation.
 | ||||
|             return "((gl_PrimitiveIDIn == 0) || uniforms.b[15])"; | ||||
|             // In PICA geometry shader, b15 is set to true after every geometry shader invocation.
 | ||||
|             // Accessing b15 usually indicates that the program relies on register value
 | ||||
|             // preservation across invocation (and therefore it uses b15 to determine whether to
 | ||||
|             // initialize the registers), which cannot be implemented in GL shaders.
 | ||||
|             throw DecompileFail("b15 access in geometry shader"); | ||||
|         } | ||||
|         return "uniforms.b[" + std::to_string(index) + "]"; | ||||
|     } | ||||
|  | @ -918,7 +921,7 @@ boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, | |||
|                                 inputreg_getter, outputreg_getter, sanitize_mul, is_gs); | ||||
|         return generator.MoveShaderCode(); | ||||
|     } catch (const DecompileFail& exception) { | ||||
|         LOG_ERROR(HW_GPU, "Shader decompilation failed: %s", exception.what()); | ||||
|         LOG_INFO(HW_GPU, "Shader decompilation failed: %s", exception.what()); | ||||
|         return boost::none; | ||||
|     } | ||||
| } | ||||
|  |  | |||
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