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glsl_decompiler: Fixup geometry shaders
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ea78c78253
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@ -84,11 +84,7 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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out += GetCommonDeclarations();
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out += R"(out gl_PerVertex {
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vec4 gl_Position;
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};
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layout (location = 0) in vec4 gs_position[];
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out += R"(layout (location = 0) in vec4 gs_position[];
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layout (location = 0) out vec4 position;
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layout (std140) uniform gs_config {
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@ -207,6 +207,22 @@ private:
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if (stage != ShaderStage::Vertex)
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return;
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DeclareVertexRedeclarations();
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}
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void DeclareGeometry() {
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if (stage != ShaderStage::Geometry)
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return;
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const auto topology = GetTopologyName(header.common3.output_topology);
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const auto max_vertices = std::to_string(header.common4.max_output_vertices);
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code.AddLine("layout (" + topology + ", max_vertices = " + max_vertices + ") out;");
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code.AddNewLine();
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DeclareVertexRedeclarations();
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}
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void DeclareVertexRedeclarations() {
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bool clip_distances_declared = false;
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code.AddLine("out gl_PerVertex {");
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@ -229,16 +245,6 @@ private:
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code.AddNewLine();
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}
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void DeclareGeometry() {
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if (stage != ShaderStage::Geometry)
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return;
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const auto topology = GetTopologyName(header.common3.output_topology);
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const auto max_vertices = std::to_string(header.common4.max_output_vertices);
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code.AddLine("layout (" + topology + ", max_vertices = " + max_vertices + ") out;");
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code.AddNewLine();
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}
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void DeclareRegisters() {
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const auto& registers = ir.GetRegisters();
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for (const u32 gpr : registers) {
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