glsl: Implement gl_ViewportIndex
SSBU now working
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@ -126,6 +126,8 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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void EmitContext::SetupExtensions(std::string&) {
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// TODO: track this usage
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header += "#extension GL_ARB_sparse_texture2 : enable\n";
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header += "#extension GL_ARB_shader_viewport_layer_array : enable\n";
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header += "#extension GL_NV_viewport_array2 : enable\n";
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header += "#extension GL_EXT_texture_shadow_lod : enable\n";
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if (info.uses_int64) {
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header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
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@ -243,9 +245,13 @@ void EmitContext::SetupImages(Bindings& bindings) {
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}
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texture_buffer_bindings.reserve(info.texture_buffer_descriptors.size());
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for (const auto& desc : info.texture_buffer_descriptors) {
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throw NotImplementedException("TextureType::Buffer");
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texture_buffer_bindings.push_back(bindings.texture);
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const auto sampler_type{SamplerType(TextureType::Buffer, false)};
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const auto indices{bindings.texture + desc.count};
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for (u32 index = bindings.texture; index < indices; ++index) {
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header += fmt::format("layout(binding={}) uniform {} tex{};", bindings.texture,
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sampler_type, index);
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}
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bindings.texture += desc.count;
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}
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texture_bindings.reserve(info.texture_descriptors.size());
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@ -186,6 +186,9 @@ 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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ctx.Add("gl_ViewportIndex=floatBitsToInt({});", 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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case IR::Attribute::ClipDistance2:
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@ -71,7 +71,7 @@ std::string PtpOffsets(const IR::Value& offset, const IR::Value& offset2) {
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const std::array values{offset.InstRecursive(), offset2.InstRecursive()};
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if (!values[0]->AreAllArgsImmediates() || !values[1]->AreAllArgsImmediates()) {
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// LOG_WARNING("Not all arguments in PTP are immediate, STUBBING");
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return "";
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return "ivec2[](ivec2(0), ivec2(1), ivec2(2), ivec2(3))";
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}
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const IR::Opcode opcode{values[0]->GetOpcode()};
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if (opcode != values[1]->GetOpcode() || opcode != IR::Opcode::CompositeConstructU32x4) {
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@ -340,8 +340,8 @@ void EmitImageFetch([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst
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*sparse_inst, texture, CastToIntVec(coords, info), lod,
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CastToIntVec(offset, info), texel);
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} else {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchARB({},{},{},{}));", *sparse_inst,
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texture, CastToIntVec(coords, info), lod, texel);
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchARB({},{},int({}),{}));",
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*sparse_inst, texture, CastToIntVec(coords, info), lod, texel);
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}
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}
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