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https://github.com/shadps4-emu/shadPS4.git
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recompiler: fixed fragment shader built-in attribute access
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17abbcd74d
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ceeca3d718
@ -59,9 +59,13 @@ void Translator::EmitPrologue() {
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// inputs it can be more For now assume that this isn't the case.
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dst_vreg = IR::VectorReg::V2;
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for (u32 i = 0; i < 4; i++) {
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if (True(runtime_info.fs_info.en_flags & Shader::PsInputEnableFlags(1 << i))) {
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ir.SetVectorReg(dst_vreg++, ir.GetAttribute(IR::Attribute::FragCoord, i));
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}
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}
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if (True(runtime_info.fs_info.en_flags & Shader::PsInputEnableFlags::FrontFacing)) {
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ir.SetVectorReg(dst_vreg++, ir.GetAttributeU32(IR::Attribute::IsFrontFace));
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}
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break;
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case Stage::Compute:
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ir.SetVectorReg(dst_vreg++, ir.GetAttributeU32(IR::Attribute::LocalInvocationId, 0));
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@ -96,6 +96,16 @@ enum class MrtSwizzle : u8 {
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};
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static constexpr u32 MaxColorBuffers = 8;
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enum class PsInputEnableFlags : u8 {
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None = 0,
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PosX = 1 << 0,
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PosY = 1 << 1,
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PosZ = 1 << 2,
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PosW = 1 << 3,
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FrontFacing = 1 << 4,
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};
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DECLARE_ENUM_FLAG_OPERATORS(PsInputEnableFlags)
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struct FragmentRuntimeInfo {
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struct PsInput {
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u8 param_index;
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@ -105,6 +115,7 @@ struct FragmentRuntimeInfo {
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auto operator<=>(const PsInput&) const noexcept = default;
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};
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PsInputEnableFlags en_flags;
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u32 num_inputs;
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std::array<PsInput, 32> inputs;
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struct PsColorBuffer {
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@ -117,7 +128,7 @@ struct FragmentRuntimeInfo {
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bool operator==(const FragmentRuntimeInfo& other) const noexcept {
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return std::ranges::equal(color_buffers, other.color_buffers) &&
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num_inputs == other.num_inputs &&
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en_flags == other.en_flags && num_inputs == other.num_inputs &&
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std::ranges::equal(inputs.begin(), inputs.begin() + num_inputs, other.inputs.begin(),
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other.inputs.begin() + num_inputs);
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}
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@ -1071,6 +1071,25 @@ struct Liverpool {
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BitField<27, 1, u32> enable_postz_overrasterization;
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};
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struct PsInput {
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u32 persp_sample_ena : 1;
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u32 persp_center_ena : 1;
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u32 persp_centroid_ena : 1;
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u32 persp_pull_model_ena : 1;
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u32 linear_sample_ena : 1;
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u32 linear_center_ena : 1;
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u32 linear_centroid_ena : 1;
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u32 line_stipple_tex_ena : 1;
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u32 pos_x_float_ena : 1;
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u32 pos_y_float_ena : 1;
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u32 pos_z_float_ena : 1;
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u32 pos_w_float_ena : 1;
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u32 front_face_ena : 1;
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u32 ancillary_ena : 1;
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u32 sample_coverage_ena : 1;
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u32 pos_fixed_pt_ena : 1;
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};
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union Regs {
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struct {
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INSERT_PADDING_WORDS(0x2C08);
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@ -1126,7 +1145,10 @@ struct Liverpool {
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INSERT_PADDING_WORDS(0xA191 - 0xA187);
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std::array<PsInputControl, 32> ps_inputs;
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VsOutputConfig vs_output_config;
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INSERT_PADDING_WORDS(4);
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INSERT_PADDING_WORDS(1);
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PsInput ps_input_ena;
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PsInput ps_input_addr;
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INSERT_PADDING_WORDS(1);
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BitField<0, 6, u32> num_interp;
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INSERT_PADDING_WORDS(0xA1C3 - 0xA1B6 - 1);
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ShaderPosFormat shader_pos_format;
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@ -1388,6 +1410,8 @@ static_assert(GFX6_3D_REG_INDEX(viewports) == 0xA10F);
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static_assert(GFX6_3D_REG_INDEX(clip_user_data) == 0xA16F);
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static_assert(GFX6_3D_REG_INDEX(ps_inputs) == 0xA191);
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static_assert(GFX6_3D_REG_INDEX(vs_output_config) == 0xA1B1);
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static_assert(GFX6_3D_REG_INDEX(ps_input_ena) == 0xA1B3);
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static_assert(GFX6_3D_REG_INDEX(ps_input_addr) == 0xA1B4);
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static_assert(GFX6_3D_REG_INDEX(num_interp) == 0xA1B6);
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static_assert(GFX6_3D_REG_INDEX(shader_pos_format) == 0xA1C3);
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static_assert(GFX6_3D_REG_INDEX(z_export_format) == 0xA1C4);
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@ -123,6 +123,22 @@ Shader::RuntimeInfo PipelineCache::BuildRuntimeInfo(Shader::Stage stage) {
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}
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case Shader::Stage::Fragment: {
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BuildCommon(regs.ps_program);
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info.fs_info.en_flags =
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((regs.ps_input_addr.pos_x_float_ena && regs.ps_input_ena.pos_x_float_ena)
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? Shader::PsInputEnableFlags::PosX
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: Shader::PsInputEnableFlags::None) |
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((regs.ps_input_addr.pos_y_float_ena && regs.ps_input_ena.pos_y_float_ena)
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? Shader::PsInputEnableFlags::PosY
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: Shader::PsInputEnableFlags::None) |
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((regs.ps_input_addr.pos_z_float_ena && regs.ps_input_ena.pos_z_float_ena)
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? Shader::PsInputEnableFlags::PosZ
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: Shader::PsInputEnableFlags::None) |
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((regs.ps_input_addr.pos_w_float_ena && regs.ps_input_ena.pos_w_float_ena)
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? Shader::PsInputEnableFlags::PosW
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: Shader::PsInputEnableFlags::None) |
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((regs.ps_input_addr.front_face_ena && regs.ps_input_ena.front_face_ena)
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? Shader::PsInputEnableFlags::FrontFacing
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: Shader::PsInputEnableFlags::None);
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const auto& ps_inputs = regs.ps_inputs;
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info.fs_info.num_inputs = regs.num_interp;
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for (u32 i = 0; i < regs.num_interp; i++) {
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