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https://github.com/yuzu-mirror/yuzu.git
synced 2024-11-18 19:37:33 +01:00
Support gl_BackColor attribute
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parent
3c8c17be4d
commit
b04c7b6343
@ -1286,6 +1286,14 @@ void EmitContext::DefineInputs(const IR::Program& program) {
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Decorate(id, spv::Decoration::Location, location);
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Decorate(id, spv::Decoration::Location, location);
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input_front_color = id;
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input_front_color = id;
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}
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}
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if (loads.AnyComponent(IR::Attribute::ColorBackDiffuseR)) {
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const size_t location = FindNextUnusedLocation(used_locations, previous_unused_location);
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previous_unused_location = location;
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used_locations.set(location);
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const Id id{DefineInput(*this, F32[4], true)};
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Decorate(id, spv::Decoration::Location, location);
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input_back_color = id;
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}
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for (size_t index = 0; index < NUM_FIXEDFNCTEXTURE; ++index) {
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for (size_t index = 0; index < NUM_FIXEDFNCTEXTURE; ++index) {
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if (loads.AnyComponent(IR::Attribute::FixedFncTexture0S + index * 4)) {
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if (loads.AnyComponent(IR::Attribute::FixedFncTexture0S + index * 4)) {
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const size_t location =
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const size_t location =
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@ -1363,6 +1371,14 @@ void EmitContext::DefineOutputs(const IR::Program& program) {
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Decorate(id, spv::Decoration::Location, static_cast<u32>(location));
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Decorate(id, spv::Decoration::Location, static_cast<u32>(location));
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output_front_color = id;
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output_front_color = id;
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}
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}
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if (info.stores.AnyComponent(IR::Attribute::ColorBackDiffuseR)) {
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const size_t location = FindNextUnusedLocation(used_locations, previous_unused_location);
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previous_unused_location = location;
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used_locations.set(location);
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const Id id{DefineOutput(*this, F32[4], invocations)};
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Decorate(id, spv::Decoration::Location, static_cast<u32>(location));
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output_back_color = id;
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}
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for (size_t index = 0; index < NUM_FIXEDFNCTEXTURE; ++index) {
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for (size_t index = 0; index < NUM_FIXEDFNCTEXTURE; ++index) {
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if (info.stores.AnyComponent(IR::Attribute::FixedFncTexture0S + index * 4)) {
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if (info.stores.AnyComponent(IR::Attribute::FixedFncTexture0S + index * 4)) {
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const size_t location =
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const size_t location =
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@ -269,12 +269,14 @@ public:
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Id input_position{};
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Id input_position{};
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Id input_front_color{};
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Id input_front_color{};
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Id input_back_color{};
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std::array<Id, 10> input_fixed_fnc_textures{};
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std::array<Id, 10> input_fixed_fnc_textures{};
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std::array<Id, 32> input_generics{};
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std::array<Id, 32> input_generics{};
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Id output_point_size{};
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Id output_point_size{};
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Id output_position{};
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Id output_position{};
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Id output_front_color{};
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Id output_front_color{};
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Id output_back_color{};
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std::array<Id, 10> output_fixed_fnc_textures{};
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std::array<Id, 10> output_fixed_fnc_textures{};
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std::array<std::array<GenericElementInfo, 4>, 32> output_generics{};
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std::array<std::array<GenericElementInfo, 4>, 32> output_generics{};
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@ -119,6 +119,14 @@ std::optional<OutAttr> OutputAttrPointer(EmitContext& ctx, IR::Attribute attr) {
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const Id element_id{ctx.Const(element)};
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const Id element_id{ctx.Const(element)};
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return OutputAccessChain(ctx, ctx.output_f32, ctx.output_front_color, element_id);
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return OutputAccessChain(ctx, ctx.output_f32, ctx.output_front_color, element_id);
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}
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}
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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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const u32 element{static_cast<u32>(attr) % 4};
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const Id element_id{ctx.Const(element)};
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return OutputAccessChain(ctx, ctx.output_f32, ctx.output_back_color, element_id);
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}
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case IR::Attribute::ClipDistance0:
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case IR::Attribute::ClipDistance0:
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case IR::Attribute::ClipDistance1:
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case IR::Attribute::ClipDistance1:
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case IR::Attribute::ClipDistance2:
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case IR::Attribute::ClipDistance2:
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@ -363,6 +371,13 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex) {
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return ctx.OpLoad(ctx.F32[1], AttrPointer(ctx, ctx.input_f32, vertex, ctx.input_front_color,
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return ctx.OpLoad(ctx.F32[1], AttrPointer(ctx, ctx.input_f32, vertex, ctx.input_front_color,
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ctx.Const(element)));
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ctx.Const(element)));
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}
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}
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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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return ctx.OpLoad(ctx.F32[1], AttrPointer(ctx, ctx.input_f32, vertex, ctx.input_back_color,
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ctx.Const(element)));
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}
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case IR::Attribute::InstanceId:
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case IR::Attribute::InstanceId:
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if (ctx.profile.support_vertex_instance_id) {
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if (ctx.profile.support_vertex_instance_id) {
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return ctx.OpBitcast(ctx.F32[1], ctx.OpLoad(ctx.U32[1], ctx.instance_id));
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return ctx.OpBitcast(ctx.F32[1], ctx.OpLoad(ctx.U32[1], ctx.instance_id));
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