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glsl: Fix program linking and cbuf

nce_cpp
ameerj 5 years ago
parent
commit
690e6a79c7
  1. 4
      src/shader_recompiler/backend/glsl/emit_context.cpp
  2. 4
      src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp

4
src/shader_recompiler/backend/glsl/emit_context.cpp

@ -29,8 +29,8 @@ void EmitContext::DefineConstantBuffers() {
}
u32 binding{};
for (const auto& desc : info.constant_buffer_descriptors) {
Add("layout(std140,binding={}) uniform cbuf_{}{{uint cbuf{}[];}};", binding, binding,
desc.index, desc.count);
Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, binding,
desc.index, 4 * 1024);
++binding;
}
}

4
src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp

@ -32,7 +32,9 @@ void EmitGetCbufS16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR
void EmitGetCbufU32(EmitContext& ctx, IR::Inst* inst, const IR::Value& binding,
const IR::Value& offset) {
ctx.Add("uint {}=cbuf{}[{}];", *inst, binding.U32(), offset.U32());
const auto u32_offset{offset.U32()};
ctx.Add("uint {}=floatBitsToUint(cbuf{}[{}][{}]);", *inst, binding.U32(), u32_offset / 16,
(u32_offset / 4) % 4);
}
void EmitGetCbufF32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,

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