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| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-07-07 20:36:42 -0300 |
|---|---|---|
| committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-07-07 20:42:55 -0300 |
| commit | c9d886c84e4102f7b9c464c704eecb61d37b3df4 (patch) | |
| tree | c26dadd5ead8fb3d9b8241cc8b9d6f97dd9d98f4 /src/video_core/shader/shader_ir.cpp | |
| parent | 8070cb3f6b33a71812c567ba144045a54bf1ba54 (diff) | |
gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
This commit implements gl_ViewportIndex and gl_Layer in vertex and
geometry shaders. In the case it's used in a vertex shader, it requires
ARB_shader_viewport_layer_array. This extension is available on AMD and
Nvidia devices (mesa and proprietary drivers), but not available on
Intel on any platform. At the moment of writing this description I don't
know if this is a hardware limitation or a driver limitation.
In the case that ARB_shader_viewport_layer_array is not available,
writes to these registers on a vertex shader are ignored, with the
appropriate logging.
Diffstat (limited to 'src/video_core/shader/shader_ir.cpp')
| -rw-r--r-- | src/video_core/shader/shader_ir.cpp | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/src/video_core/shader/shader_ir.cpp b/src/video_core/shader/shader_ir.cpp index 11b545cca..fd80dd116 100644 --- a/src/video_core/shader/shader_ir.cpp +++ b/src/video_core/shader/shader_ir.cpp @@ -89,6 +89,22 @@ Node ShaderIR::GetPhysicalInputAttribute(Tegra::Shader::Register physical_addres } Node ShaderIR::GetOutputAttribute(Attribute::Index index, u64 element, Node buffer) { + if (index == Attribute::Index::LayerViewportPointSize) { + switch (element) { + case 0: + UNIMPLEMENTED(); + break; + case 1: + uses_layer = true; + break; + case 2: + uses_viewport_index = true; + break; + case 3: + uses_point_size = true; + break; + } + } if (index == Attribute::Index::ClipDistances0123 || index == Attribute::Index::ClipDistances4567) { const auto clip_index = |
