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gl_shader_decompiler: Stub input attribute Unknown_63.

This commit is contained in:
bunnei 2018-08-08 02:25:00 -04:00
parent 4fa3511a63
commit 7f0d0a93f7
2 changed files with 9 additions and 0 deletions

View file

@ -78,6 +78,8 @@ union Attribute {
// shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval
// shader.
TessCoordInstanceIDVertexID = 47,
// TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this.
Unknown_63 = 63,
};
union {

View file

@ -523,6 +523,11 @@ private:
// shader.
ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))";
case Attribute::Index::Unknown_63:
// TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this.
LOG_CRITICAL(HW_GPU, "Unhandled input attribute Unknown_63");
UNREACHABLE();
break;
default:
const u32 index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)};
@ -534,6 +539,8 @@ private:
LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", index);
UNREACHABLE();
}
return "vec4(0, 0, 0, 0)";
}
/// Generates code representing an output attribute register.