forked from Mirror/Ryujinx
Do not initialize geometry shader passthrough attributes (#3196)
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1 changed files with 9 additions and 2 deletions
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@ -218,10 +218,17 @@ namespace Ryujinx.Graphics.Shader.Translation
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while (usedAttributes != UInt128.Zero)
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while (usedAttributes != UInt128.Zero)
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{
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{
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int index = usedAttributes.TrailingZeroCount();
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int index = usedAttributes.TrailingZeroCount();
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int vecIndex = index / 4;
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InitializeOutputComponent(context, AttributeConsts.UserAttributeBase + index * 4, perPatch: false);
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usedAttributes &= ~UInt128.Pow2(index);
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usedAttributes &= ~UInt128.Pow2(index);
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// We don't need to initialize passthrough attributes.
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if ((context.Config.PassthroughAttributes & (1 << vecIndex)) != 0)
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{
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continue;
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}
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InitializeOutputComponent(context, AttributeConsts.UserAttributeBase + index * 4, perPatch: false);
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}
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}
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UInt128 usedAttributesPerPatch = context.Config.NextInputAttributesPerPatchComponents;
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UInt128 usedAttributesPerPatch = context.Config.NextInputAttributesPerPatchComponents;
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