Implement PointCoord and PointSize shader attributes (#353)

* Implement PointCoord and PointSize shader attributes

* Address feedback
This commit is contained in:
ReinUsesLisp 2018-08-16 02:26:03 -03:00 committed by gdkchan
parent c393cdf8e3
commit 6e1a6c5b2b
2 changed files with 22 additions and 9 deletions

View file

@ -6,6 +6,9 @@ namespace Ryujinx.Graphics.Gal.Shader
class GlslDecl
{
public const int LayerAttr = 0x064;
public const int PointSizeAttr = 0x06c;
public const int PointCoordAttrX = 0x2e0;
public const int PointCoordAttrY = 0x2e4;
public const int TessCoordAttrX = 0x2f0;
public const int TessCoordAttrY = 0x2f4;
public const int TessCoordAttrZ = 0x2f8;
@ -249,11 +252,14 @@ namespace Ryujinx.Graphics.Gal.Shader
case ShaderIrOperAbuf Abuf:
{
//This is a built-in input variable.
if (Abuf.Offs == VertexIdAttr ||
Abuf.Offs == InstanceIdAttr ||
Abuf.Offs == FaceAttr ||
Abuf.Offs == LayerAttr)
//This is a built-in variable.
if (Abuf.Offs == LayerAttr ||
Abuf.Offs == PointSizeAttr ||
Abuf.Offs == PointCoordAttrX ||
Abuf.Offs == PointCoordAttrY ||
Abuf.Offs == VertexIdAttr ||
Abuf.Offs == InstanceIdAttr ||
Abuf.Offs == FaceAttr)
{
break;
}

View file

@ -795,6 +795,9 @@ namespace Ryujinx.Graphics.Gal.Shader
{
switch (Abuf.Offs)
{
case GlslDecl.PointCoordAttrX: return "gl_PointCoord.x";
case GlslDecl.PointCoordAttrY: return "gl_PointCoord.y";
//Note: It's a guess that Maxwell's face is 1 when gl_FrontFacing == true
case GlslDecl.FaceAttr: return "(gl_FrontFacing ? 1 : 0)";
}
@ -813,7 +816,7 @@ namespace Ryujinx.Graphics.Gal.Shader
if (!Decl.Attributes.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
{
//Handle special vec4 attributes here
//(for example, index 7 is aways gl_Position).
//(for example, index 7 is always gl_Position).
if (Index == GlslDecl.GlPositionVec4Index)
{
string Name =
@ -822,6 +825,10 @@ namespace Ryujinx.Graphics.Gal.Shader
return Name + Swizzle;
}
else if (Abuf.Offs == GlslDecl.PointSizeAttr)
{
return "gl_PointSize";
}
throw new InvalidOperationException();
}
@ -1265,9 +1272,9 @@ namespace Ryujinx.Graphics.Gal.Shader
switch (Node)
{
case ShaderIrOperAbuf Abuf:
return Abuf.Offs == GlslDecl.LayerAttr ||
return Abuf.Offs == GlslDecl.LayerAttr ||
Abuf.Offs == GlslDecl.InstanceIdAttr ||
Abuf.Offs == GlslDecl.VertexIdAttr ||
Abuf.Offs == GlslDecl.VertexIdAttr ||
Abuf.Offs == GlslDecl.FaceAttr
? OperType.I32
: OperType.F32;