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authorbunnei <bunneidev@gmail.com>2018-08-09 04:28:18 +0200
committerGitHub <noreply@github.com>2018-08-09 04:28:18 +0200
commit25ba4d1b68b77d35db94a5f16e2f98b42be50370 (patch)
tree873cad03580896a4be78c7a67178b9fb749de915
parentMerge pull request #986 from mailwl/acc-loadimage (diff)
parentgl_shader_decompiler: Stub input attribute Unknown_63. (diff)
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-rw-r--r--src/video_core/engines/shader_bytecode.h2
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp7
2 files changed, 9 insertions, 0 deletions
diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h
index 0d33c5a5e..3d4557b7e 100644
--- a/src/video_core/engines/shader_bytecode.h
+++ b/src/video_core/engines/shader_bytecode.h
@@ -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 {
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 1ff71d682..dd240a4ce 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -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.