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Improve shader attribute semantic inferrence and allow user to specify/override #960

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ben-clayton opened this issue Aug 22, 2017 · 2 comments
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@ben-clayton
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ben-clayton commented Aug 22, 2017

GAPIS currently uses name pattern matching to find the 'position' stream.
It would seem that Unreal obfuscates their shader code, including the vertex attribute names:

0: in_ATTRIBUTE2, XYZW_U8_NORM
1: in_ATTRIBUTE15, XY_F16
2: in_ATTRIBUTE4, XYZW_F16
3: in_ATTRIBUTE0, XYZ_F32
4: in_ATTRIBUTE1, XYZW_U8_NORM
  • We could get GAPIS to fallback to looking for XYZ_F32 streams for position, but that's quite a risky solution.

  • I still like the idea of analyzing the shader to infer the attributes that contributed to gl_Position, but that's a fair amount of work.

  • We should just let the user pick the streams they want to visualize, with some sort of sensible defaults.

@ben-clayton ben-clayton added the P2 label Aug 22, 2017
@ben-clayton ben-clayton added this to the V0.9 (Beta) milestone Aug 22, 2017
ben-clayton added a commit to ben-clayton/gapid that referenced this issue Aug 22, 2017
@dsrbecky
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B is not entirely insane if we use SPIR-V

@ben-clayton ben-clayton modified the milestones: V0.9 (Beta), V1.0 Sep 6, 2017
@ben-clayton
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I've tried a few Unreal titles now which seem to mostly work. Removing from milestone.

@ben-clayton ben-clayton removed this from the V1.0 milestone Nov 3, 2017
@pmuetschard pmuetschard changed the title Meshes don't typically show for Unreal 4 titles Improve shader attribute semantic inferrence and allow user to specify/override Mar 6, 2018
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