gl_shader_decompiler: Stub input attribute Unknown_63.
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4fa3511a63
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@ -78,6 +78,8 @@ union Attribute {
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// shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval
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// shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval
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// shader.
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// shader.
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TessCoordInstanceIDVertexID = 47,
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TessCoordInstanceIDVertexID = 47,
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// TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this.
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Unknown_63 = 63,
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};
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};
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union {
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union {
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@ -523,6 +523,11 @@ private:
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// shader.
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// shader.
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ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
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ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
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return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))";
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return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))";
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case Attribute::Index::Unknown_63:
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// TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this.
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LOG_CRITICAL(HW_GPU, "Unhandled input attribute Unknown_63");
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UNREACHABLE();
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break;
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default:
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default:
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const u32 index{static_cast<u32>(attribute) -
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const u32 index{static_cast<u32>(attribute) -
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static_cast<u32>(Attribute::Index::Attribute_0)};
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static_cast<u32>(Attribute::Index::Attribute_0)};
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@ -534,6 +539,8 @@ private:
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LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", index);
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LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", index);
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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return "vec4(0, 0, 0, 0)";
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}
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}
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/// Generates code representing an output attribute register.
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/// Generates code representing an output attribute register.
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