yuzu-emu
/
yuzu
Archived
1
0
Fork 0

glsl: Update TessellationControl gl_in

Adheres to GL_ARB_separate_shader_objects requirements
This commit is contained in:
ameerj 2021-07-15 18:37:24 -04:00
parent e1ed218b41
commit 79d2684261
1 changed files with 28 additions and 0 deletions

View File

@ -257,6 +257,32 @@ void SetupOutPerVertex(EmitContext& ctx, std::string& header) {
} }
} }
void SetupInPerVertex(EmitContext& ctx, std::string& header) {
// Currently only required for TessellationControl to adhere to
// ARB_separate_shader_objects requirements
if (ctx.stage != Stage::TessellationControl) {
return;
}
const bool loads_position{ctx.info.loads.AnyComponent(IR::Attribute::PositionX)};
const bool loads_point_size{ctx.info.loads[IR::Attribute::PointSize]};
const bool loads_clip_distance{ctx.info.loads.ClipDistances()};
const bool loads_per_vertex{loads_position || loads_point_size || loads_clip_distance};
if (!loads_per_vertex) {
return;
}
header += "in gl_PerVertex{";
if (loads_position) {
header += "vec4 gl_Position;";
}
if (loads_point_size) {
header += "float gl_PointSize;";
}
if (loads_clip_distance) {
header += "float gl_ClipDistance[];";
}
header += "}gl_in[gl_MaxPatchVertices];";
}
void SetupLegacyInPerFragment(EmitContext& ctx, std::string& header) { void SetupLegacyInPerFragment(EmitContext& ctx, std::string& header) {
if (!ctx.info.loads.Legacy()) { if (!ctx.info.loads.Legacy()) {
return; return;
@ -334,6 +360,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
break; break;
} }
SetupOutPerVertex(*this, header); SetupOutPerVertex(*this, header);
SetupInPerVertex(*this, header);
SetupLegacyInPerFragment(*this, header); SetupLegacyInPerFragment(*this, header);
for (size_t index = 0; index < IR::NUM_GENERICS; ++index) { for (size_t index = 0; index < IR::NUM_GENERICS; ++index) {
@ -375,6 +402,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
} }
void EmitContext::SetupExtensions() { void EmitContext::SetupExtensions() {
header += "#extension GL_ARB_separate_shader_objects : enable\n";
if (info.uses_shadow_lod && profile.support_gl_texture_shadow_lod) { if (info.uses_shadow_lod && profile.support_gl_texture_shadow_lod) {
header += "#extension GL_EXT_texture_shadow_lod : enable\n"; header += "#extension GL_EXT_texture_shadow_lod : enable\n";
} }