glsl: Fix output varying initialization when transform feedback is used
This commit is contained in:
parent
fcff19e0fa
commit
9e066dcb15
|
@ -12,13 +12,47 @@
|
||||||
|
|
||||||
namespace Shader::Backend::GLSL {
|
namespace Shader::Backend::GLSL {
|
||||||
namespace {
|
namespace {
|
||||||
|
std::string_view OutputVertexIndex(EmitContext& ctx) {
|
||||||
|
return ctx.stage == Stage::TessellationControl ? "[gl_InvocationID]" : "";
|
||||||
|
}
|
||||||
|
|
||||||
void InitializeOutputVaryings(EmitContext& ctx) {
|
void InitializeOutputVaryings(EmitContext& ctx) {
|
||||||
if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
|
if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
|
||||||
ctx.Add("gl_Position=vec4(0,0,0,1);");
|
ctx.Add("gl_Position=vec4(0,0,0,1);");
|
||||||
}
|
}
|
||||||
for (size_t index = 0; index < 16; ++index) {
|
for (size_t index = 0; index < ctx.info.stores_generics.size(); ++index) {
|
||||||
if (ctx.info.stores_generics[index]) {
|
if (!ctx.info.stores_generics[index]) {
|
||||||
ctx.Add("out_attr{}=vec4(0,0,0,1);", index);
|
continue;
|
||||||
|
}
|
||||||
|
const auto& info_array{ctx.output_generics.at(index)};
|
||||||
|
const auto output_decorator{OutputVertexIndex(ctx)};
|
||||||
|
size_t element{};
|
||||||
|
while (element < info_array.size()) {
|
||||||
|
const auto& info{info_array.at(element)};
|
||||||
|
const auto varying_name{fmt::format("{}{}", info.name, output_decorator)};
|
||||||
|
switch (info.num_components) {
|
||||||
|
case 1: {
|
||||||
|
const char value{element == 3 ? '1' : '0'};
|
||||||
|
ctx.Add("{}={}.f;", varying_name, value);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 2:
|
||||||
|
case 3:
|
||||||
|
if (element + info.num_components < 4) {
|
||||||
|
ctx.Add("{}=vec{}(0);", varying_name, info.num_components);
|
||||||
|
} else {
|
||||||
|
// last element is the w component, must be initialized to 1
|
||||||
|
const auto zeros{info.num_components == 3 ? "0,0," : "0,"};
|
||||||
|
ctx.Add("{}=vec{}({}1);", varying_name, info.num_components, zeros);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
ctx.Add("{}=vec4(0,0,0,1);", varying_name);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
element += info.num_components;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Reference in New Issue