glasm: Properly declare attributes on geometry programs
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fad139a3e6
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@ -47,24 +47,31 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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case Stage::VertexA:
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case Stage::VertexA:
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case Stage::VertexB:
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case Stage::VertexB:
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stage_name = "vertex";
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stage_name = "vertex";
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attrib_name = "vertex";
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break;
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break;
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case Stage::TessellationControl:
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case Stage::TessellationControl:
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case Stage::TessellationEval:
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case Stage::TessellationEval:
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stage_name = "primitive";
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attrib_name = "primitive";
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break;
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case Stage::Geometry:
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case Stage::Geometry:
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stage_name = "primitive";
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stage_name = "primitive";
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attrib_name = "vertex";
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break;
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break;
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case Stage::Fragment:
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case Stage::Fragment:
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stage_name = "fragment";
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stage_name = "fragment";
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attrib_name = "fragment";
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break;
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break;
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case Stage::Compute:
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case Stage::Compute:
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stage_name = "invocation";
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stage_name = "invocation";
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break;
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break;
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}
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}
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const std::string_view attr_stage{stage == Stage::Fragment ? "fragment" : "vertex"};
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for (size_t index = 0; index < program.info.input_generics.size(); ++index) {
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for (size_t index = 0; index < program.info.input_generics.size(); ++index) {
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const auto& generic{program.info.input_generics[index]};
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const auto& generic{program.info.input_generics[index]};
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if (generic.used) {
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if (generic.used) {
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Add("{}ATTRIB in_attr{}[]={{{}.attrib[{}..{}]}};",
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Add("{}ATTRIB in_attr{}[]={{{}.attrib[{}..{}]}};",
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InterpDecorator(generic.interpolation), index, stage_name, index, index);
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InterpDecorator(generic.interpolation), index, attr_stage, index, index);
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}
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}
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}
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}
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for (size_t index = 0; index < program.info.stores_frag_color.size(); ++index) {
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for (size_t index = 0; index < program.info.stores_frag_color.size(); ++index) {
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@ -66,6 +66,7 @@ public:
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Stage stage{};
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Stage stage{};
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std::string_view stage_name = "invalid";
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std::string_view stage_name = "invalid";
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std::string_view attrib_name = "invalid";
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};
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};
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} // namespace Shader::Backend::GLASM
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} // namespace Shader::Backend::GLASM
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@ -64,20 +64,20 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionZ:
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case IR::Attribute::PositionZ:
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case IR::Attribute::PositionW:
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case IR::Attribute::PositionW:
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ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.stage_name, swizzle);
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ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.attrib_name, swizzle);
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break;
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break;
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case IR::Attribute::PointSpriteS:
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case IR::Attribute::PointSpriteS:
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case IR::Attribute::PointSpriteT:
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case IR::Attribute::PointSpriteT:
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ctx.Add("MOV.F {}.x,{}.pointcoord.{};", inst, ctx.stage_name, swizzle);
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ctx.Add("MOV.F {}.x,{}.pointcoord.{};", inst, ctx.attrib_name, swizzle);
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break;
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break;
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case IR::Attribute::InstanceId:
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case IR::Attribute::InstanceId:
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ctx.Add("MOV.S {}.x,{}.instance;", inst, ctx.stage_name);
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ctx.Add("MOV.S {}.x,{}.instance;", inst, ctx.attrib_name);
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break;
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break;
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case IR::Attribute::VertexId:
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case IR::Attribute::VertexId:
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ctx.Add("MOV.S {}.x,{}.id;", inst, ctx.stage_name);
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ctx.Add("MOV.S {}.x,{}.id;", inst, ctx.attrib_name);
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break;
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break;
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case IR::Attribute::FrontFace:
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case IR::Attribute::FrontFace:
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ctx.Add("CMP.S {}.x,{}.facing.x,0,-1;", inst, ctx.stage_name);
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ctx.Add("CMP.S {}.x,{}.facing.x,0,-1;", inst, ctx.attrib_name);
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break;
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break;
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default:
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default:
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throw NotImplementedException("Get attribute {}", attr);
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throw NotImplementedException("Get attribute {}", attr);
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