fix: writing to depth from a fragment shader

This commit is contained in:
Samuliak 2024-08-07 21:14:31 +02:00
parent 1bcdade83e
commit a50ce997df
4 changed files with 25 additions and 22 deletions

View File

@ -182,6 +182,8 @@ struct LatteDecompilerShader
// analyzer stage (pixel outputs) // analyzer stage (pixel outputs)
uint32 pixelColorOutputMask{ 0 }; // from LSB to MSB, 1 bit per written output. 1 if written (indices of color attachments) uint32 pixelColorOutputMask{ 0 }; // from LSB to MSB, 1 bit per written output. 1 if written (indices of color attachments)
// analyzer stage (depth write)
bool depthWritten{ false };
// analyzer stage (geometry shader parameters/inputs) // analyzer stage (geometry shader parameters/inputs)
uint32 ringParameterCount{ 0 }; uint32 ringParameterCount{ 0 };
uint32 ringParameterCountFromPrevStage{ 0 }; // used in geometry shader to hold VS ringParameterCount uint32 ringParameterCountFromPrevStage{ 0 }; // used in geometry shader to hold VS ringParameterCount

View File

@ -393,7 +393,7 @@ void LatteDecompiler_analyzeExport(LatteDecompilerShaderContext* shaderContext,
} }
else if( cfInstruction->exportType == 0 && cfInstruction->exportArrayBase == 61 ) else if( cfInstruction->exportType == 0 && cfInstruction->exportArrayBase == 61 )
{ {
// writes pixel depth shader->depthWritten = true;
} }
else else
debugBreakpoint(); debugBreakpoint();

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@ -2441,11 +2441,12 @@ static void _emitTEXSampleTextureCode(LatteDecompilerShaderContext* shaderContex
src->add(")"); src->add(")");
} }
} }
else if( texOpcode == GPU7_TEX_INST_SAMPLE_LZ || texOpcode == GPU7_TEX_INST_SAMPLE_C_LZ ) // TODO: uncomment?
{ //else if( texOpcode == GPU7_TEX_INST_SAMPLE_LZ || texOpcode == GPU7_TEX_INST_SAMPLE_C_LZ )
// TODO: correct? //{
src->add(", level(0.0)"); // // TODO: correct?
} // src->add(", level(0.0)");
//}
} }
// gradient parameters // gradient parameters
if (texOpcode == GPU7_TEX_INST_SAMPLE_G) if (texOpcode == GPU7_TEX_INST_SAMPLE_G)
@ -3215,7 +3216,7 @@ static void _emitExportCode(LatteDecompilerShaderContext* shaderContext, LatteDe
cemu_assert_unimplemented(); // ukn cemu_assert_unimplemented(); // ukn
} }
src->add("out.depth = "); src->add("out.passDepth = ");
_emitExportGPRReadCode(shaderContext, cfInstruction, LATTE_DECOMPILER_DTYPE_FLOAT, 0); _emitExportGPRReadCode(shaderContext, cfInstruction, LATTE_DECOMPILER_DTYPE_FLOAT, 0);
src->add(".x"); src->add(".x");
src->add(";" _CRLF); src->add(";" _CRLF);

View File

@ -272,9 +272,9 @@ namespace LatteDecompiler
} }
// generate depth output for pixel shader // generate depth output for pixel shader
if (decompilerContext->shader->pixelDepthOutputMask) if (decompilerContext->shader->depthWritten)
{ {
src->add("float passDepth [[depth(any)]];" _CRLF); src->add("float passDepth [[depth]];" _CRLF);
} }
src->add("};" _CRLF _CRLF); src->add("};" _CRLF _CRLF);