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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp25
1 files changed, 3 insertions, 22 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index d826d98eb..434faf9d4 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -689,23 +689,6 @@ public:
}
private:
- // Shader program header for a Fragment Shader.
- struct FragmentHeader {
- INSERT_PADDING_WORDS(5);
- INSERT_PADDING_WORDS(13);
- u32 enabled_color_outputs;
- union {
- BitField<0, 1, u32> writes_samplemask;
- BitField<1, 1, u32> writes_depth;
- };
-
- bool IsColorComponentOutputEnabled(u32 render_target, u32 component) const {
- const u32 bit = render_target * 4 + component;
- return enabled_color_outputs & (1 << bit);
- }
- };
- static_assert(sizeof(FragmentHeader) == PROGRAM_HEADER_SIZE, "FragmentHeader size is wrong");
-
/// Gets the Subroutine object corresponding to the specified address.
const Subroutine& GetSubroutine(u32 begin, u32 end) const {
const auto iter = subroutines.find(Subroutine{begin, end, suffix});
@@ -1011,10 +994,8 @@ private:
/// Writes the output values from a fragment shader to the corresponding GLSL output variables.
void EmitFragmentOutputsWrite() {
ASSERT(stage == Maxwell3D::Regs::ShaderStage::Fragment);
- FragmentHeader header;
- std::memcpy(&header, program_code.data(), PROGRAM_HEADER_SIZE);
- ASSERT_MSG(header.writes_samplemask == 0, "Samplemask write is unimplemented");
+ ASSERT_MSG(header.ps.omap.sample_mask == 0, "Samplemask write is unimplemented");
// Write the color outputs using the data in the shader registers, disabled
// rendertargets/components are skipped in the register assignment.
@@ -1023,7 +1004,7 @@ private:
++render_target) {
// TODO(Subv): Figure out how dual-source blending is configured in the Switch.
for (u32 component = 0; component < 4; ++component) {
- if (header.IsColorComponentOutputEnabled(render_target, component)) {
+ if (header.ps.IsColorComponentOutputEnabled(render_target, component)) {
shader.AddLine(fmt::format("FragColor{}[{}] = {};", render_target, component,
regs.GetRegisterAsFloat(current_reg)));
++current_reg;
@@ -1031,7 +1012,7 @@ private:
}
}
- if (header.writes_depth) {
+ if (header.ps.omap.depth) {
// The depth output is always 2 registers after the last color output, and current_reg
// already contains one past the last color register.