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glasm: Implement geometry shader attribute reads
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parent
83cef0426b
commit
79929be833
2 changed files with 18 additions and 4 deletions
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@ -74,6 +74,9 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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InterpDecorator(generic.interpolation), index, attr_stage, index, index);
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}
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}
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if (stage == Stage::Geometry && info.loads_position) {
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Add("ATTRIB vertex_position=vertex.position;");
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}
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for (size_t index = 0; index < program.info.stores_frag_color.size(); ++index) {
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if (!program.info.stores_frag_color[index]) {
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continue;
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@ -19,6 +19,14 @@ void GetCbuf(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU
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const Register ret{ctx.reg_alloc.Define(inst)};
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ctx.Add("LDC.{} {},c{}[{}];", size, ret, binding.U32(), offset);
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}
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std::string VertexIndex(EmitContext& ctx, ScalarU32 vertex) {
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if (ctx.stage == Stage::Geometry) {
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return fmt::format("[{}]", vertex);
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} else {
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return "";
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}
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}
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} // Anonymous namespace
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void EmitGetCbufU8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) {
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@ -50,13 +58,12 @@ void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding
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GetCbuf(ctx, inst, binding, offset, "U32X2");
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}
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void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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[[maybe_unused]] ScalarU32 vertex) {
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void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, ScalarU32 vertex) {
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const u32 element{static_cast<u32>(attr) % 4};
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const char swizzle{"xyzw"[element]};
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if (IR::IsGeneric(attr)) {
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const u32 index{IR::GenericAttributeIndex(attr)};
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ctx.Add("MOV.F {}.x,in_attr{}[0].{};", inst, index, swizzle);
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ctx.Add("MOV.F {}.x,in_attr{}{}[0].{};", inst, index, VertexIndex(ctx, vertex), swizzle);
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return;
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}
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switch (attr) {
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@ -64,7 +71,11 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionZ:
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case IR::Attribute::PositionW:
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ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.attrib_name, swizzle);
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if (ctx.stage == Stage::Geometry) {
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ctx.Add("MOV.F {}.x,vertex_position{}.{};", inst, VertexIndex(ctx, vertex), swizzle);
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} else {
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ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.attrib_name, swizzle);
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}
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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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