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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.h | |
| 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.h')
| -rw-r--r-- | src/video_core/shader/shader_ir.h | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/src/video_core/shader/shader_ir.h b/src/video_core/shader/shader_ir.h index e22548208..a656761ea 100644 --- a/src/video_core/shader/shader_ir.h +++ b/src/video_core/shader/shader_ir.h @@ -121,6 +121,18 @@ public: return static_cast<std::size_t>(coverage_end * sizeof(u64)); } + bool UsesLayer() const { + return uses_layer; + } + + bool UsesViewportIndex() const { + return uses_viewport_index; + } + + bool UsesPointSize() const { + return uses_point_size; + } + bool HasPhysicalAttributes() const { return uses_physical_attributes; } @@ -343,6 +355,9 @@ private: std::set<Image> used_images; std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{}; std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory; + bool uses_layer{}; + bool uses_viewport_index{}; + bool uses_point_size{}; bool uses_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes Tegra::Shader::Header header; |
