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Author SHA1 Message Date
ed0b10c81f Fix geometry shader passthrough fallback being used when feature is supported (#3525)
* Fix geometry shader passthrough fallback being used when feature is supported

* Shader cache version bump
2022-08-02 08:44:30 +02:00
f92650fcff SPIR-V: Initialize undefined variables with 0 (#3526)
* SPIR-V: Initialize undefined variables with a value

Changes undefined values on spir-v shaders (caused by phi nodes) to be initialized instead of truly undefined.

Fixes an issue with NVIDIA gpus seemingly not liking when a variable is _potentially_ undefined. Not sure about the details at the moment.

Fixes:
- Tilt shift blur effect in Link's Awakening (bottom of the screen)
- Potentially block flickering on newer NVIDIA gpus in Splatoon 2? Needs testing.

Testing is welcome.

* Update Ryujinx.Graphics.Shader/CodeGen/Spirv/CodeGenContext.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-08-02 08:11:10 +02:00
3 changed files with 3 additions and 3 deletions

View File

@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
private const ushort FileFormatVersionMajor = 1;
private const ushort FileFormatVersionMinor = 2;
private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
private const uint CodeGenVersion = 13;
private const uint CodeGenVersion = 3525;
private const string SharedTocFileName = "shared.toc";
private const string SharedDataFileName = "shared.data";

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@ -234,7 +234,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
IrOperandType.Constant => GetConstant(type, operand),
IrOperandType.ConstantBuffer => GetConstantBuffer(type, operand),
IrOperandType.LocalVariable => GetLocal(type, operand),
IrOperandType.Undefined => Undef(GetType(type)),
IrOperandType.Undefined => Constant(GetType(type), 0),
_ => throw new ArgumentException($"Invalid operand type \"{operand.Type}\".")
};
}

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@ -248,7 +248,7 @@ namespace Ryujinx.Graphics.Shader.Translation
this.Copy(Attribute(index + 12), w);
}
if (Config.GpPassthrough)
if (Config.GpPassthrough && !Config.GpuAccessor.QueryHostSupportsGeometryShaderPassthrough())
{
int inputVertices = Config.GpuAccessor.QueryPrimitiveTopology().ToInputVertices();