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glasm: Implement geometry shader attribute reads

nce_cpp
ReinUsesLisp 5 years ago
committed by ameerj
parent
commit
2268a150ce
  1. 3
      src/shader_recompiler/backend/glasm/emit_context.cpp
  2. 19
      src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp

3
src/shader_recompiler/backend/glasm/emit_context.cpp

@ -74,6 +74,9 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
InterpDecorator(generic.interpolation), index, attr_stage, index, index);
}
}
if (stage == Stage::Geometry && info.loads_position) {
Add("ATTRIB vertex_position=vertex.position;");
}
for (size_t index = 0; index < program.info.stores_frag_color.size(); ++index) {
if (!program.info.stores_frag_color[index]) {
continue;

19
src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp

@ -19,6 +19,14 @@ void GetCbuf(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU
const Register ret{ctx.reg_alloc.Define(inst)};
ctx.Add("LDC.{} {},c{}[{}];", size, ret, binding.U32(), offset);
}
std::string VertexIndex(EmitContext& ctx, ScalarU32 vertex) {
if (ctx.stage == Stage::Geometry) {
return fmt::format("[{}]", vertex);
} else {
return "";
}
}
} // Anonymous namespace
void EmitGetCbufU8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) {
@ -50,13 +58,12 @@ void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding
GetCbuf(ctx, inst, binding, offset, "U32X2");
}
void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
[[maybe_unused]] ScalarU32 vertex) {
void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, ScalarU32 vertex) {
const u32 element{static_cast<u32>(attr) % 4};
const char swizzle{"xyzw"[element]};
if (IR::IsGeneric(attr)) {
const u32 index{IR::GenericAttributeIndex(attr)};
ctx.Add("MOV.F {}.x,in_attr{}[0].{};", inst, index, swizzle);
ctx.Add("MOV.F {}.x,in_attr{}{}[0].{};", inst, index, VertexIndex(ctx, vertex), swizzle);
return;
}
switch (attr) {
@ -64,7 +71,11 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
case IR::Attribute::PositionY:
case IR::Attribute::PositionZ:
case IR::Attribute::PositionW:
ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.attrib_name, swizzle);
if (ctx.stage == Stage::Geometry) {
ctx.Add("MOV.F {}.x,vertex_position{}.{};", inst, VertexIndex(ctx, vertex), swizzle);
} else {
ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.attrib_name, swizzle);
}
break;
case IR::Attribute::PointSpriteS:
case IR::Attribute::PointSpriteT:

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