[MojoShader] Preshaders with bool outputs aren't supported
See the attached sample: BranchIfTest.zip
It has very simple shader that draws a shape in color, which is set in the following HLSL(see TestEffect.fx):
float3 color = Color1;
[branch]
if (Choose > 0.5)
{
color = Color2;
}
The Color1, Color2 are blue and green. The Choose is switched between 0.0f and 1.0 when Space is pressed.
So basically the sample should draw the shape in blue or green color.
However, for some reason, it draws in blue and pink:
https://github.com/FNA-XNA/FNA/assets/1057289/47fdb4f0-5d3c-4e13-89ee-131df1f45e3a
If the [branch] is removed or replaced with [flatten], then it works correctly.
Similarly it works correctly in both MonoGame versions(DirectX and OpenGL):
https://github.com/FNA-XNA/FNA/assets/1057289/2794ac68-8fb0-4f4c-9822-f82db5b5fe70
Looks like it's preshaders:
technique Default
{
pass
{
vertexshader =
asm {
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4x4 MatrixTransform;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// MatrixTransform c0 4
//
vs_3_0
dcl_position v0
dcl_texcoord v1
dcl_texcoord o0.xy
dcl_position o1
dp4 o1.x, v0, c0
dp4 o1.y, v0, c1
dp4 o1.z, v0, c2
dp4 o1.w, v0, c3
mov o0.xy, v1
// approximately 5 instruction slots used
};
pixelshader =
asm {
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float Choose;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// Choose c0 1
//
preshader
neg r0.x, c0.x
add r1.x, r0.x, (0.5)
cmp ob0.x, r1.x, (0), (1)
// approximately 3 instructions used
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float3 Color1;
// float3 Color2;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// Color1 c0 1
// Color2 c1 1
//
ps_3_0
def c2, 1, 0, 0, 0
if b0
mov r0.xyz, c1
else
mov r0.xyz, c0
endif
mov oC0.xyz, r0
mov oC0.w, c2.x
// approximately 9 instruction slots used
};
}
}
Compiling with /Op will likely work around this.
Yeah, compiling with that option solved the problem.
Looking at the asm, the issue is probably the output register - the VM currently assumes output goes to the float registers, it's probably parsed somewhere but I'm not sure where...
Preshader parser: https://github.com/icculus/mojoshader/blob/main/mojoshader.c#L3957
VM runner: https://github.com/icculus/mojoshader/blob/main/mojoshader_effects.c#L1889-L1914