Merge pull request #1554 from FernandoS27/pointsize

Implement PointSize Output Attribute.
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bunnei 2018-10-24 17:38:38 -04:00 committed by GitHub
commit 69b35d7615
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3 changed files with 28 additions and 5 deletions

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@ -79,6 +79,7 @@ union Attribute {
constexpr explicit Attribute(u64 value) : value(value) {} constexpr explicit Attribute(u64 value) : value(value) {}
enum class Index : u64 { enum class Index : u64 {
PointSize = 6,
Position = 7, Position = 7,
Attribute_0 = 8, Attribute_0 = 8,
Attribute_31 = 39, Attribute_31 = 39,

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@ -6,6 +6,7 @@
#include <set> #include <set>
#include <string> #include <string>
#include <string_view> #include <string_view>
#include <unordered_set>
#include <boost/optional.hpp> #include <boost/optional.hpp>
#include <fmt/format.h> #include <fmt/format.h>
@ -276,7 +277,8 @@ public:
GLSLRegisterManager(ShaderWriter& shader, ShaderWriter& declarations, GLSLRegisterManager(ShaderWriter& shader, ShaderWriter& declarations,
const Maxwell3D::Regs::ShaderStage& stage, const std::string& suffix, const Maxwell3D::Regs::ShaderStage& stage, const std::string& suffix,
const Tegra::Shader::Header& header) const Tegra::Shader::Header& header)
: shader{shader}, declarations{declarations}, stage{stage}, suffix{suffix}, header{header} { : shader{shader}, declarations{declarations}, stage{stage}, suffix{suffix}, header{header},
fixed_pipeline_output_attributes_used{} {
BuildRegisterList(); BuildRegisterList();
BuildInputList(); BuildInputList();
} }
@ -480,7 +482,12 @@ public:
std::to_string(static_cast<u32>(attribute)) + ']' + std::to_string(static_cast<u32>(attribute)) + ']' +
GetSwizzle(elem) + " = " + src + ';'); GetSwizzle(elem) + " = " + src + ';');
} else { } else {
shader.AddLine(dest + GetSwizzle(elem) + " = " + src + ';'); if (attribute == Attribute::Index::PointSize) {
fixed_pipeline_output_attributes_used.insert(attribute);
shader.AddLine(dest + " = " + src + ';');
} else {
shader.AddLine(dest + GetSwizzle(elem) + " = " + src + ';');
}
} }
} }
} }
@ -524,6 +531,7 @@ public:
/// Add declarations. /// Add declarations.
void GenerateDeclarations(const std::string& suffix) { void GenerateDeclarations(const std::string& suffix) {
GenerateVertex();
GenerateRegisters(suffix); GenerateRegisters(suffix);
GenerateInternalFlags(); GenerateInternalFlags();
GenerateInputAttrs(); GenerateInputAttrs();
@ -683,6 +691,20 @@ private:
declarations.AddNewLine(); declarations.AddNewLine();
} }
void GenerateVertex() {
if (stage != Maxwell3D::Regs::ShaderStage::Vertex)
return;
declarations.AddLine("out gl_PerVertex {");
++declarations.scope;
declarations.AddLine("vec4 gl_Position;");
for (auto& o : fixed_pipeline_output_attributes_used) {
if (o == Attribute::Index::PointSize)
declarations.AddLine("float gl_PointSize;");
}
--declarations.scope;
declarations.AddLine("};");
}
/// Generates code representing a temporary (GPR) register. /// Generates code representing a temporary (GPR) register.
std::string GetRegister(const Register& reg, unsigned elem) { std::string GetRegister(const Register& reg, unsigned elem) {
if (reg == Register::ZeroIndex) { if (reg == Register::ZeroIndex) {
@ -836,6 +858,8 @@ private:
/// Generates code representing the declaration name of an output attribute register. /// Generates code representing the declaration name of an output attribute register.
std::string GetOutputAttribute(Attribute::Index attribute) { std::string GetOutputAttribute(Attribute::Index attribute) {
switch (attribute) { switch (attribute) {
case Attribute::Index::PointSize:
return "gl_PointSize";
case Attribute::Index::Position: case Attribute::Index::Position:
return "position"; return "position";
default: default:
@ -870,6 +894,7 @@ private:
const Maxwell3D::Regs::ShaderStage& stage; const Maxwell3D::Regs::ShaderStage& stage;
const std::string& suffix; const std::string& suffix;
const Tegra::Shader::Header& header; const Tegra::Shader::Header& header;
std::unordered_set<Attribute::Index> fixed_pipeline_output_attributes_used;
}; };
class GLSLGenerator { class GLSLGenerator {

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@ -19,9 +19,6 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
out += Decompiler::GetCommonDeclarations(); out += Decompiler::GetCommonDeclarations();
out += R"( out += R"(
out gl_PerVertex {
vec4 gl_Position;
};
layout (location = 0) out vec4 position; layout (location = 0) out vec4 position;