shader: Implement FragDepth

This commit is contained in:
FernandoS27 2021-03-25 20:27:09 +01:00 committed by ameerj
parent fda0835300
commit f5672777c8
2 changed files with 7 additions and 1 deletions

View file

@ -359,6 +359,12 @@ void EmitContext::DefineOutputs(const Info& info) {
Decorate(frag_color[i], spv::Decoration::Location, static_cast<u32>(i)); Decorate(frag_color[i], spv::Decoration::Location, static_cast<u32>(i));
Name(frag_color[i], fmt::format("frag_color{}", 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");
} }
} }

View file

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