Merge pull request #520 from DrChat/shader_bitfield_fix
Fix shaders reading 10_11_11 bitfields backwards.
This commit is contained in:
commit
d4145173a1
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@ -18,9 +18,7 @@ namespace gl4 {
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GL4Shader::GL4Shader(ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count)
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: Shader(shader_type, data_hash, dword_ptr, dword_count),
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program_(0),
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vao_(0) {}
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: Shader(shader_type, data_hash, dword_ptr, dword_count) {}
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GL4Shader::~GL4Shader() {
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glDeleteProgram(program_);
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@ -28,21 +26,29 @@ GL4Shader::~GL4Shader() {
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}
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bool GL4Shader::Prepare() {
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if (!Shader::Prepare()) {
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return false;
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}
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// Build static vertex array descriptor.
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if (!PrepareVertexArrayObject()) {
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XELOGE("Unable to prepare vertex shader array object");
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return false;
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}
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if (!CompileProgram()) {
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return false;
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bool success = true;
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if (!CompileShader()) {
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host_error_log_ = GetShaderInfoLog();
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success = false;
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}
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if (success && !LinkProgram()) {
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host_error_log_ = GetProgramInfoLog();
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success = false;
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}
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return true;
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if (success) {
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host_binary_ = GetBinary();
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host_disassembly_ = GetHostDisasmNV(host_binary_);
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}
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is_valid_ = success;
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return success;
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}
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bool GL4Shader::PrepareVertexArrayObject() {
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@ -52,23 +58,24 @@ bool GL4Shader::PrepareVertexArrayObject() {
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for (const auto& attrib : vertex_binding.attributes) {
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auto comp_count = GetVertexFormatComponentCount(
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attrib.fetch_instr.attributes.data_format);
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GLenum comp_type;
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GLenum comp_type = 0;
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bool is_signed = attrib.fetch_instr.attributes.is_signed;
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switch (attrib.fetch_instr.attributes.data_format) {
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case VertexFormat::k_8_8_8_8:
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comp_type = is_signed ? GL_BYTE : GL_UNSIGNED_BYTE;
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break;
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case VertexFormat::k_2_10_10_10:
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comp_type = is_signed ? GL_INT_2_10_10_10_REV
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: GL_UNSIGNED_INT_2_10_10_10_REV;
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comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
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comp_count = 1;
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break;
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case VertexFormat::k_10_11_11:
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// assert_false(is_signed);
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XELOGW("Signed k_10_11_11 vertex format not supported by GL");
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comp_type = GL_UNSIGNED_INT_10F_11F_11F_REV;
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comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
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comp_count = 1;
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break;
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case VertexFormat::k_11_11_10:
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assert_true(is_signed);
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comp_type = is_signed ? GL_R11F_G11F_B10F : 0;
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break;
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/*case VertexFormat::k_11_11_10:
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break;*/
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case VertexFormat::k_16_16:
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comp_type = is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
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break;
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@ -120,83 +127,137 @@ bool GL4Shader::PrepareVertexArrayObject() {
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return true;
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}
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bool GL4Shader::CompileProgram() {
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bool GL4Shader::CompileShader() {
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assert_zero(program_);
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// Give source to GL.
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auto source_str = GetTranslatedBinaryString();
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auto source_str_ptr = source_str.c_str();
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program_ = glCreateShaderProgramv(shader_type_ == ShaderType::kVertex
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? GL_VERTEX_SHADER
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: GL_FRAGMENT_SHADER,
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1, &source_str_ptr);
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if (!program_) {
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XELOGE("Unable to create shader program");
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shader_ =
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glCreateShader(shader_type_ == ShaderType::kVertex ? GL_VERTEX_SHADER
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: GL_FRAGMENT_SHADER);
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if (!shader_) {
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XELOGE("OpenGL could not create a shader object!");
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return false;
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}
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// Output info log.
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// log_length includes the null character.
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GLint log_length = 0;
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glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &log_length);
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std::string info_log;
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if (log_length > 0) {
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info_log.resize(log_length - 1);
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glGetProgramInfoLog(program_, log_length, &log_length, &info_log[0]);
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auto source_str = GetTranslatedBinaryString();
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auto source_str_ptr = source_str.c_str();
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GLint source_length = GLint(source_str.length());
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glShaderSource(shader_, 1, &source_str_ptr, &source_length);
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glCompileShader(shader_);
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GLint status = 0;
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glGetShaderiv(shader_, GL_COMPILE_STATUS, &status);
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return status == GL_TRUE;
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}
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bool GL4Shader::LinkProgram() {
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program_ = glCreateProgram();
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if (!program_) {
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XELOGE("OpenGL could not create a shader program!");
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return false;
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}
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if (!info_log.empty()) {
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XELOGD("Shader log: %s", info_log.c_str());
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glAttachShader(program_, shader_);
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// Enable TFB
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if (shader_type_ == ShaderType::kVertex) {
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const GLchar* feedbackVaryings = "gl_Position";
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glTransformFeedbackVaryings(program_, 1, &feedbackVaryings,
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GL_SEPARATE_ATTRIBS);
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}
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// Get error log, if we failed to link.
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glProgramParameteri(program_, GL_PROGRAM_SEPARABLE, GL_TRUE);
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glLinkProgram(program_);
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GLint link_status = 0;
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glGetProgramiv(program_, GL_LINK_STATUS, &link_status);
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if (!link_status) {
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host_error_log_ = std::move(info_log);
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assert_always("Unable to link generated shader");
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return false;
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}
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// Get program binary, if it's available.
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GLint binary_length = 0;
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glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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if (binary_length) {
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host_binary_.resize(binary_length);
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GLenum binary_format;
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glGetProgramBinary(program_, binary_length, &binary_length, &binary_format,
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host_binary_.data());
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// If we are on nvidia, we can find the disassembly string.
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// I haven't been able to figure out from the format how to do this
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// without a search like this.
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const char* disasm_start = nullptr;
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size_t search_offset = 0;
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char* search_start = reinterpret_cast<char*>(host_binary_.data());
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while (true) {
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auto p = reinterpret_cast<char*>(
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memchr(host_binary_.data() + search_offset, '!',
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host_binary_.size() - search_offset));
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if (!p) {
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break;
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}
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if (p[0] == '!' && p[1] == '!' && p[2] == 'N' && p[3] == 'V') {
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disasm_start = p;
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break;
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}
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search_offset = p - search_start;
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++search_offset;
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}
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if (disasm_start) {
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host_disassembly_ = std::string(disasm_start);
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} else {
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host_disassembly_ = std::string("Shader disassembly not available.");
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}
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}
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return true;
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}
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std::string GL4Shader::GetShaderInfoLog() {
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if (!shader_) {
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return "GL4Shader::GetShaderInfoLog(): Program is NULL";
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}
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std::string log;
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GLint log_length = 0;
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glGetShaderiv(shader_, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0) {
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log.resize(log_length - 1);
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glGetShaderInfoLog(shader_, log_length, &log_length, &log[0]);
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}
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return log;
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}
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std::string GL4Shader::GetProgramInfoLog() {
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if (!program_) {
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return "GL4Shader::GetProgramInfoLog(): Program is NULL";
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}
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std::string log;
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GLint log_length = 0;
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glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0) {
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log.resize(log_length - 1);
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glGetProgramInfoLog(program_, log_length, &log_length, &log[0]);
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}
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return log;
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}
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std::vector<uint8_t> GL4Shader::GetBinary() {
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std::vector<uint8_t> binary;
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// Get program binary, if it's available.
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GLint binary_length = 0;
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glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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if (binary_length) {
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binary.resize(binary_length);
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GLenum binary_format;
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glGetProgramBinary(program_, binary_length, &binary_length, &binary_format,
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binary.data());
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}
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return binary;
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}
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std::string GL4Shader::GetHostDisasmNV(const std::vector<uint8_t>& binary) {
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// If we are on nvidia, we can find the disassembly string.
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// I haven't been able to figure out from the format how to do this
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// without a search like this.
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std::string disasm;
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const char* disasm_start = nullptr;
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size_t search_offset = 0;
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const char* search_start = reinterpret_cast<const char*>(binary.data());
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while (true) {
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auto p = reinterpret_cast<const char*>(memchr(
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binary.data() + search_offset, '!', binary.size() - search_offset));
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if (!p) {
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break;
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}
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if (p[0] == '!' && p[1] == '!' && p[2] == 'N' && p[3] == 'V') {
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disasm_start = p;
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break;
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}
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search_offset = p - search_start;
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++search_offset;
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}
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if (disasm_start) {
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disasm = std::string(disasm_start);
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} else {
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disasm = std::string("Shader disassembly not available.");
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}
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return disasm;
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}
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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@ -26,16 +26,24 @@ class GL4Shader : public Shader {
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~GL4Shader() override;
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GLuint program() const { return program_; }
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GLuint shader() const { return shader_; }
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GLuint vao() const { return vao_; }
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bool Prepare() override;
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bool Prepare();
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protected:
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bool PrepareVertexArrayObject();
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bool CompileProgram();
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bool CompileShader();
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bool LinkProgram();
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GLuint program_;
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GLuint vao_;
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std::string GetShaderInfoLog();
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std::string GetProgramInfoLog();
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std::vector<uint8_t> GetBinary();
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static std::string GetHostDisasmNV(const std::vector<uint8_t>& binary);
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GLuint program_ = 0;
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GLuint shader_ = 0;
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GLuint vao_ = 0;
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};
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} // namespace gl4
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@ -25,7 +25,7 @@ constexpr int kMaxTemporaryRegisters = 64;
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source_.Append(depth_prefix_); \
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source_.AppendFormat(__VA_ARGS__)
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const char* GetVertexFormatTypeName(VertexFormat format) {
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const char* GetVertexFormatTypeName(VertexFormat format, bool is_signed) {
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switch (format) {
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case VertexFormat::k_32:
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case VertexFormat::k_32_FLOAT:
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@ -36,11 +36,13 @@ const char* GetVertexFormatTypeName(VertexFormat format) {
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case VertexFormat::k_32_32_FLOAT:
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return "vec2";
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case VertexFormat::k_10_11_11:
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return is_signed ? "int" : "uint";
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case VertexFormat::k_2_10_10_10:
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return is_signed ? "int" : "uint";
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case VertexFormat::k_11_11_10:
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case VertexFormat::k_32_32_32_FLOAT:
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return "vec3";
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case VertexFormat::k_8_8_8_8:
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case VertexFormat::k_2_10_10_10:
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case VertexFormat::k_16_16_16_16:
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case VertexFormat::k_32_32_32_32:
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case VertexFormat::k_16_16_16_16_FLOAT:
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@ -189,6 +191,39 @@ out gl_PerVertex {
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};
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layout(location = 0) flat out uint draw_id;
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layout(location = 1) out VertexData vtx;
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vec3 get_10_11_11_u(const uint data_in) {
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vec3 vec;
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vec.x = bitfieldExtract(data_in, 0, 10);
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vec.y = bitfieldExtract(data_in, 10, 11);
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vec.z = bitfieldExtract(data_in, 21, 11);
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return vec;
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}
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vec3 get_10_11_11_s(const int data_in) {
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vec3 vec;
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vec.x = bitfieldExtract(data_in, 0, 10);
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vec.y = bitfieldExtract(data_in, 10, 11);
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vec.z = bitfieldExtract(data_in, 21, 11);
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return vec;
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}
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vec4 get_2_10_10_10_u(const uint data_in) {
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vec4 vec;
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vec.x = bitfieldExtract(data_in, 0, 10);
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vec.y = bitfieldExtract(data_in, 10, 10);
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vec.z = bitfieldExtract(data_in, 20, 10);
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vec.w = bitfieldExtract(data_in, 30, 2 );
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return vec;
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}
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vec4 get_2_10_10_10_s(const int data_in) {
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vec4 vec;
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vec.x = bitfieldExtract(data_in, 0, 10);
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vec.y = bitfieldExtract(data_in, 10, 10);
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vec.z = bitfieldExtract(data_in, 20, 10);
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vec.w = bitfieldExtract(data_in, 30, 2 );
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return vec;
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}
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vec4 applyTransform(const in StateData state, vec4 pos) {
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if (state.vtx_fmt.w == 0.0) {
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// w is 1/W0, so fix it.
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@ -262,7 +297,8 @@ void main() {
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}
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defined_locations.insert(key);
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const char* type_name =
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GetVertexFormatTypeName(attrib.fetch_instr.attributes.data_format);
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GetVertexFormatTypeName(attrib.fetch_instr.attributes.data_format,
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attrib.fetch_instr.attributes.is_signed);
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EmitSource("layout(location = %d) in %s vf%u_%d;\n",
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attrib.attrib_index, type_name, binding.fetch_constant,
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attrib.fetch_instr.attributes.offset);
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@ -557,16 +593,29 @@ void GlslShaderTranslator::ProcessVertexFetchInstruction(
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}
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switch (instr.opcode) {
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case FetchOpcode::kVertexFetch:
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case FetchOpcode::kVertexFetch: {
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EmitSourceDepth("pv.");
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for (int i = 0;
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i < GetVertexFormatComponentCount(instr.attributes.data_format);
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++i) {
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EmitSource("%c", GetCharForComponentIndex(i));
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}
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EmitSource(" = vf%u_%d;\n", instr.operands[1].storage_index,
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instr.attributes.offset);
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break;
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auto format = instr.attributes.data_format;
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if (format == VertexFormat::k_10_11_11) {
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// GL doesn't support this format as a fetch type, so convert it.
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EmitSource(" = get_10_11_11_%c(vf%u_%d);\n",
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instr.attributes.is_signed ? 's' : 'u',
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instr.operands[1].storage_index, instr.attributes.offset);
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} else if (format == VertexFormat::k_2_10_10_10) {
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EmitSource(" = get_2_10_10_10_%c(vf%u_%d);\n",
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instr.attributes.is_signed ? 's' : 'u',
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instr.operands[1].storage_index, instr.attributes.offset);
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} else {
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EmitSource(" = vf%u_%d;\n", instr.operands[1].storage_index,
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instr.attributes.offset);
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}
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} break;
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default:
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assert_always();
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break;
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@ -834,7 +883,7 @@ void GlslShaderTranslator::EmitStoreResult(const InstructionResult& result,
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EmitSourceDepth("gl_FragDepth");
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break;
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case InstructionStorageTarget::kNone:
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break;
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return;
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}
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if (uses_storage_index) {
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switch (result.storage_addressing_mode) {
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