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https://github.com/KytyPS5/KytyPS5.git
synced 2026-10-20 10:56:58 +02:00
shader: assemble point inputs for merged geometry shaders
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@@ -1082,13 +1082,14 @@ IR::Program TranslateProgram(const Decoder::Program& decoded, const CFG::Graph&
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const auto primitive_chunk = entry_ir.IMul(builtin(IR::StageInputKind::WorkgroupId, 0),
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u32(mesh.primitives_per_group));
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const auto step = u32(mesh.InputPrimitiveStep());
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const auto size = u32(mesh.InputPrimitiveSize());
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const auto chunk = entry_ir.IMul(primitive_chunk, step);
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const auto vertices =
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minimum(subtract_saturate(draw(0), chunk), u32(mesh.vertices_per_group));
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const auto primitives = entry_ir.Select(
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entry_ir.ULessThan(vertices, u32(3)), u32(0),
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entry_ir.ULessThan(vertices, size), u32(0),
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entry_ir.IAdd(IR::U32(entry_ir.Emit(IR::ValueOpcode::UDiv32,
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{subtract_saturate(vertices, u32(3)), step})),
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{subtract_saturate(vertices, size), step})),
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u32(1)));
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const auto wave = entry_ir.ShiftRightLogical(local, u32(6));
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const auto wave_base = entry_ir.BitwiseAnd(local, u32(~63u));
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@@ -1103,17 +1104,23 @@ IR::Program TranslateProgram(const Decoder::Program& decoded, const CFG::Graph&
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vertex_count)));
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// GS adjacency addresses local ES records in LDS. Strip winding alternates
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// with the global primitive number, including across subgroup boundaries.
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const auto parity = mesh.InputPrimitiveStep() == 1u
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const auto parity = mesh.input_primitive ==
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static_cast<uint32_t>(Prospero::PrimitiveType::kTriStrip)
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? entry_ir.BitwiseAnd(entry_ir.IAdd(primitive_chunk, local), u32(1))
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: u32(0);
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const auto vertex = entry_ir.IMul(local, step);
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const auto first = entry_ir.IAdd(vertex, parity);
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const auto second = entry_ir.ISub(entry_ir.IAdd(vertex, u32(1)), parity);
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const auto second = mesh.InputPrimitiveSize() == 3u
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? entry_ir.ISub(entry_ir.IAdd(vertex, u32(1)), parity)
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: u32(0);
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const auto third = mesh.InputPrimitiveSize() == 3u
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? entry_ir.IAdd(vertex, u32(2))
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: u32(0);
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entry_ir.SetVectorReg(static_cast<IR::VectorReg>(0),
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entry_ir.BitwiseOr(entry_ir.ShiftLeftLogical(first, u32(2)),
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entry_ir.ShiftLeftLogical(second, u32(18))));
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entry_ir.SetVectorReg(static_cast<IR::VectorReg>(1),
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entry_ir.ShiftLeftLogical(entry_ir.IAdd(vertex, u32(2)), u32(2)));
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entry_ir.ShiftLeftLogical(third, u32(2)));
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const auto input_vertex = entry_ir.IAdd(chunk, local);
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const auto index_bytes = draw(3);
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const auto indexed = entry_ir.INotEqual(index_bytes, u32(0));
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