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yuzu-mainline
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shader: Add PointCoord attribute

This commit is contained in:
FernandoS27 2021-03-29 20:05:38 +02:00 committed by ameerj
parent b7589fe115
commit 9d7422d967
5 changed files with 16 additions and 0 deletions

View File

@ -425,6 +425,9 @@ void EmitContext::DefineInputs(const Info& info) {
if (info.loads_front_face) {
front_face = DefineInput(*this, U1, spv::BuiltIn::FrontFacing);
}
if (info.loads_point_coord) {
point_coord = DefineInput(*this, F32[2], spv::BuiltIn::PointCoord);
}
for (size_t index = 0; index < info.input_generics.size(); ++index) {
const InputVarying generic{info.input_generics[index]};
if (!generic.used) {

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@ -103,6 +103,8 @@ public:
Id vertex_index{};
Id base_vertex{};
Id front_face{};
Id point_coord{};
Id fswzadd_lut_a{};
Id fswzadd_lut_b{};

View File

@ -179,6 +179,12 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr) {
return ctx.OpSelect(ctx.U32[1], ctx.OpLoad(ctx.U1, ctx.front_face),
ctx.Constant(ctx.U32[1], std::numeric_limits<u32>::max()),
ctx.u32_zero_value);
case IR::Attribute::PointSpriteS:
return ctx.OpLoad(ctx.F32[1], ctx.OpAccessChain(ctx.input_f32, ctx.point_coord,
ctx.Constant(ctx.U32[1], 0U)));
case IR::Attribute::PointSpriteT:
return ctx.OpLoad(ctx.F32[1], ctx.OpAccessChain(ctx.input_f32, ctx.point_coord,
ctx.Constant(ctx.U32[1], 1U)));
default:
throw NotImplementedException("Read attribute {}", attr);
}

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@ -47,6 +47,10 @@ void GetAttribute(Info& info, IR::Attribute attribute) {
case IR::Attribute::FrontFace:
info.loads_front_face = true;
break;
case IR::Attribute::PointSpriteS:
case IR::Attribute::PointSpriteT:
info.loads_point_coord = true;
break;
default:
throw NotImplementedException("Get attribute {}", attribute);
}

View File

@ -74,6 +74,7 @@ struct Info {
bool loads_instance_id{};
bool loads_vertex_id{};
bool loads_front_face{};
bool loads_point_coord{};
std::array<bool, 8> stores_frag_color{};
bool stores_frag_depth{};