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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp7
1 files changed, 7 insertions, 0 deletions
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.