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Merge pull request #1535 from ReinUsesLisp/fixup-position

gl_shader_decompiler: Move position varying declaration back to gl_shader_gen
This commit is contained in:
bunnei 2018-10-20 12:35:10 -04:00 committed by GitHub
commit 8dc7db7e33
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3 changed files with 9 additions and 13 deletions

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@ -30,8 +30,6 @@ using Tegra::Shader::SubOp;
constexpr u32 PROGRAM_END = MAX_PROGRAM_CODE_LENGTH;
constexpr u32 PROGRAM_HEADER_SIZE = sizeof(Tegra::Shader::Header);
enum : u32 { POSITION_VARYING_LOCATION = 0, GENERIC_VARYING_START_LOCATION = 1 };
constexpr u32 MAX_GEOMETRY_BUFFERS = 6;
constexpr u32 MAX_ATTRIBUTES = 0x100; // Size in vec4s, this value is untested
@ -591,13 +589,6 @@ private:
/// Generates declarations for input attributes.
void GenerateInputAttrs() {
if (stage != Maxwell3D::Regs::ShaderStage::Vertex) {
const std::string attr =
stage == Maxwell3D::Regs::ShaderStage::Geometry ? "gs_position[]" : "position";
declarations.AddLine("layout (location = " + std::to_string(POSITION_VARYING_LOCATION) +
") in vec4 " + attr + ';');
}
for (const auto element : declr_input_attribute) {
// TODO(bunnei): Use proper number of elements for these
u32 idx =
@ -620,10 +611,6 @@ private:
/// Generates declarations for output attributes.
void GenerateOutputAttrs() {
if (stage != Maxwell3D::Regs::ShaderStage::Fragment) {
declarations.AddLine("layout (location = " + std::to_string(POSITION_VARYING_LOCATION) +
") out vec4 position;");
}
for (const auto& index : declr_output_attribute) {
// TODO(bunnei): Use proper number of elements for these
const u32 idx = static_cast<u32>(index) -

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@ -23,6 +23,8 @@ out gl_PerVertex {
vec4 gl_Position;
};
layout (location = 0) out vec4 position;
layout(std140) uniform vs_config {
vec4 viewport_flip;
uvec4 instance_id;
@ -96,6 +98,9 @@ out gl_PerVertex {
vec4 gl_Position;
};
layout (location = 0) in vec4 gs_position[];
layout (location = 0) out vec4 position;
layout (std140) uniform gs_config {
vec4 viewport_flip;
uvec4 instance_id;
@ -131,6 +136,8 @@ layout(location = 5) out vec4 FragColor5;
layout(location = 6) out vec4 FragColor6;
layout(location = 7) out vec4 FragColor7;
layout (location = 0) in vec4 position;
layout (std140) uniform fs_config {
vec4 viewport_flip;
uvec4 instance_id;

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@ -16,6 +16,8 @@ namespace OpenGL::GLShader {
constexpr std::size_t MAX_PROGRAM_CODE_LENGTH{0x1000};
using ProgramCode = std::vector<u64>;
enum : u32 { POSITION_VARYING_LOCATION = 0, GENERIC_VARYING_START_LOCATION = 1 };
class ConstBufferEntry {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;