glsl: Implement more attribute getters and setters
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@ -239,6 +239,7 @@ bool UsesTyplessImage(const Info& info) {
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EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_,
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const RuntimeInfo& runtime_info_)
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: info{program.info}, profile{profile_}, runtime_info{runtime_info_} {
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header += "#pragma optionNV(fastmath off)\n";
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SetupExtensions(header);
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stage = program.stage;
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switch (program.stage) {
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@ -351,6 +352,9 @@ void EmitContext::SetupExtensions(std::string&) {
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if (info.uses_sparse_residency) {
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header += "#extension GL_ARB_sparse_texture2 : enable\n";
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}
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if (info.stores_viewport_mask && profile.support_viewport_mask) {
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header += "#extension GL_NV_viewport_array2 : enable\n";
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}
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if (UsesTyplessImage(info)) {
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header += "#extension GL_EXT_shader_image_load_formatted : enable\n";
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}
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@ -203,6 +203,9 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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return;
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}
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switch (attr) {
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case IR::Attribute::PrimitiveId:
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ctx.AddF32("{}=itof(gl_PrimitiveID);", inst);
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break;
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionZ:
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@ -212,10 +215,20 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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ctx.AddF32("{}={}{}.{};", inst, input_decorator, ctx.position_name, swizzle);
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break;
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}
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case IR::Attribute::ColorFrontDiffuseR:
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case IR::Attribute::ColorFrontDiffuseG:
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case IR::Attribute::ColorFrontDiffuseB:
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case IR::Attribute::ColorFrontDiffuseA:
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ctx.AddF32("{}=gl_FrontMaterial.diffuse.{};", inst, swizzle);
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break;
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case IR::Attribute::PointSpriteS:
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case IR::Attribute::PointSpriteT:
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ctx.AddF32("{}=gl_PointCoord.{};", inst, swizzle);
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break;
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case IR::Attribute::TessellationEvaluationPointU:
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case IR::Attribute::TessellationEvaluationPointV:
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ctx.AddF32("{}=gl_TessCoord.{};", inst, swizzle);
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break;
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case IR::Attribute::InstanceId:
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ctx.AddF32("{}=itof(gl_InstanceID);", inst);
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break;
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@ -225,10 +238,6 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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case IR::Attribute::FrontFace:
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ctx.AddF32("{}=itof(gl_FrontFacing?-1:0);", inst);
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break;
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case IR::Attribute::TessellationEvaluationPointU:
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case IR::Attribute::TessellationEvaluationPointV:
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ctx.AddF32("{}=gl_TessCoord.{};", inst, swizzle);
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break;
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default:
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fmt::print("Get attribute {}", attr);
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throw NotImplementedException("Get attribute {}", attr);
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@ -262,6 +271,23 @@ void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, std::string_view val
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}
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ctx.Add("gl_Layer=ftoi({});", value);
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break;
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case IR::Attribute::ViewportIndex:
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if (ctx.stage != Stage::Geometry &&
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!ctx.profile.support_viewport_index_layer_non_geometry) {
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// LOG_WARNING(..., "Shader stores viewport index but device does not support viewport
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// layer extension");
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break;
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}
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ctx.Add("gl_ViewportIndex=ftoi({});", value);
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break;
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case IR::Attribute::ViewportMask:
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if (ctx.stage != Stage::Geometry && !ctx.profile.support_viewport_mask) {
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// LOG_WARNING(..., "Shader stores viewport mask but device does not support viewport
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// mask extension");
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break;
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}
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ctx.Add("gl_ViewportMask[0]=ftoi({});", value);
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break;
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case IR::Attribute::PointSize:
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ctx.Add("gl_PointSize={};", value);
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break;
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@ -271,14 +297,32 @@ void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, std::string_view val
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case IR::Attribute::PositionW:
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ctx.Add("gl_Position.{}={};", swizzle, value);
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break;
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case IR::Attribute::ViewportIndex:
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if (ctx.stage != Stage::Geometry &&
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!ctx.profile.support_viewport_index_layer_non_geometry) {
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// LOG_WARNING(..., "Shader stores viewport index but device does not support viewport
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// layer extension");
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break;
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}
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ctx.Add("gl_ViewportIndex=ftoi({});", value);
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case IR::Attribute::ColorFrontDiffuseR:
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case IR::Attribute::ColorFrontDiffuseG:
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case IR::Attribute::ColorFrontDiffuseB:
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case IR::Attribute::ColorFrontDiffuseA:
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ctx.Add("gl_FrontMaterial.diffuse.{}={};", swizzle, value);
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break;
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case IR::Attribute::ColorFrontSpecularR:
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case IR::Attribute::ColorFrontSpecularG:
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case IR::Attribute::ColorFrontSpecularB:
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case IR::Attribute::ColorFrontSpecularA:
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ctx.Add("gl_FrontMaterial.specular.{}={};", swizzle, value);
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break;
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case IR::Attribute::ColorBackDiffuseR:
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case IR::Attribute::ColorBackDiffuseG:
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case IR::Attribute::ColorBackDiffuseB:
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case IR::Attribute::ColorBackDiffuseA:
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ctx.Add("gl_BackMaterial.diffuse.{}={};", swizzle, value);
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break;
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case IR::Attribute::ColorBackSpecularR:
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case IR::Attribute::ColorBackSpecularG:
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case IR::Attribute::ColorBackSpecularB:
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case IR::Attribute::ColorBackSpecularA:
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ctx.Add("gl_BackMaterial.specular.{}={};", swizzle, value);
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break;
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case IR::Attribute::FogCoordinate:
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ctx.Add("gl_FragCoord.x={};", value);
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break;
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case IR::Attribute::ClipDistance0:
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case IR::Attribute::ClipDistance1:
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