shader: Implement miss attribute layer
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5 changed files with 13 additions and 0 deletions
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@ -320,6 +320,7 @@ void SetupOptions(const IR::Program& program, const Profile& profile,
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}
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if (stage == Stage::Fragment) {
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header += "OPTION ARB_draw_buffers;";
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header += "OPTION ARB_fragment_layer_viewport;";
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}
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}
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@ -104,6 +104,9 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, Scal
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case IR::Attribute::PrimitiveId:
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ctx.Add("MOV.F {}.x,primitive.id;", inst);
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break;
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case IR::Attribute::Layer:
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ctx.Add("MOV.F {}.x,fragment.layer;", inst);
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break;
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionZ:
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@ -205,6 +205,9 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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case IR::Attribute::PrimitiveId:
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ctx.AddF32("{}=itof(gl_PrimitiveID);", inst);
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break;
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case IR::Attribute::Layer:
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ctx.AddF32("{}=itof(gl_Layer);", inst);
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break;
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionZ:
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@ -315,6 +315,8 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex) {
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switch (attr) {
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case IR::Attribute::PrimitiveId:
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return ctx.OpBitcast(ctx.F32[1], ctx.OpLoad(ctx.U32[1], ctx.primitive_id));
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case IR::Attribute::Layer:
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return ctx.OpBitcast(ctx.F32[1], ctx.OpLoad(ctx.U32[1], ctx.layer));
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionZ:
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@ -1355,6 +1355,10 @@ void EmitContext::DefineInputs(const IR::Program& program) {
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if (loads[IR::Attribute::PrimitiveId]) {
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primitive_id = DefineInput(*this, U32[1], false, spv::BuiltIn::PrimitiveId);
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}
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if (loads[IR::Attribute::Layer]) {
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AddCapability(spv::Capability::Geometry);
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layer = DefineInput(*this, U32[1], false, spv::BuiltIn::Layer);
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}
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if (loads.AnyComponent(IR::Attribute::PositionX)) {
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const bool is_fragment{stage != Stage::Fragment};
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const spv::BuiltIn built_in{is_fragment ? spv::BuiltIn::Position : spv::BuiltIn::FragCoord};
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