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@ -12,13 +12,47 @@ |
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namespace Shader::Backend::GLSL { |
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namespace { |
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std::string_view OutputVertexIndex(EmitContext& ctx) { |
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return ctx.stage == Stage::TessellationControl ? "[gl_InvocationID]" : ""; |
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} |
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void InitializeOutputVaryings(EmitContext& ctx) { |
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if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) { |
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ctx.Add("gl_Position=vec4(0,0,0,1);"); |
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} |
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for (size_t index = 0; index < 16; ++index) { |
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if (ctx.info.stores_generics[index]) { |
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ctx.Add("out_attr{}=vec4(0,0,0,1);", index); |
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for (size_t index = 0; index < ctx.info.stores_generics.size(); ++index) { |
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if (!ctx.info.stores_generics[index]) { |
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continue; |
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} |
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const auto& info_array{ctx.output_generics.at(index)}; |
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const auto output_decorator{OutputVertexIndex(ctx)}; |
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size_t element{}; |
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while (element < info_array.size()) { |
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const auto& info{info_array.at(element)}; |
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const auto varying_name{fmt::format("{}{}", info.name, output_decorator)}; |
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switch (info.num_components) { |
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case 1: { |
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const char value{element == 3 ? '1' : '0'}; |
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ctx.Add("{}={}.f;", varying_name, value); |
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break; |
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} |
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case 2: |
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case 3: |
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if (element + info.num_components < 4) { |
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ctx.Add("{}=vec{}(0);", varying_name, info.num_components); |
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} else { |
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// last element is the w component, must be initialized to 1
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const auto zeros{info.num_components == 3 ? "0,0," : "0,"}; |
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ctx.Add("{}=vec{}({}1);", varying_name, info.num_components, zeros); |
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} |
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break; |
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case 4: |
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ctx.Add("{}=vec4(0,0,0,1);", varying_name); |
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break; |
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default: |
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break; |
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} |
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element += info.num_components; |
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} |
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} |
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} |
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