Browse Source

shader: Implement FragDepth

nce_cpp
FernandoS27 5 years ago
committed by ameerj
parent
commit
1d05850dee
  1. 6
      src/shader_recompiler/backend/spirv/emit_context.cpp
  2. 2
      src/shader_recompiler/frontend/maxwell/translate/impl/exit_program.cpp

6
src/shader_recompiler/backend/spirv/emit_context.cpp

@ -359,6 +359,12 @@ void EmitContext::DefineOutputs(const Info& info) {
Decorate(frag_color[i], spv::Decoration::Location, static_cast<u32>(i));
Name(frag_color[i], fmt::format("frag_color{}", i));
}
if (!info.stores_frag_depth) {
return;
}
frag_depth = DefineOutput(*this, F32[1]);
Decorate(frag_depth, spv::Decoration::BuiltIn, static_cast<u32>(spv::BuiltIn::FragDepth));
Name(frag_depth, "frag_depth");
}
}

2
src/shader_recompiler/frontend/maxwell/translate/impl/exit_program.cpp

@ -25,7 +25,7 @@ void ExitFragment(TranslatorVisitor& v) {
throw NotImplementedException("Sample mask");
}
if (sph.ps.omap.depth != 0) {
throw NotImplementedException("Fragment depth");
v.ir.SetFragDepth(v.F(src_reg + 1));
}
}
} // Anonymous namespace

Loading…
Cancel
Save