ShaderGen: Use interface blocks when geometry shaders are supported

We don't use explicit locations in OpenGL currently, so this breaks
when we use alternative names in the geometry shaders.
This commit is contained in:
Stenzek
2019-04-20 23:44:33 +10:00
parent 4b1adab785
commit eddde3e6c8
3 changed files with 92 additions and 24 deletions

View File

@ -104,10 +104,23 @@ static void EmitVertexMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
<< ";\n";
if (position_input)
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float4 rawpos;\n";
for (u32 i = 0; i < num_tex_outputs; i++)
ss << "VARYING_LOCATION(" << i << ") out float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_outputs; i++)
ss << "VARYING_LOCATION(" << (num_tex_inputs + i) << ") out float4 v_col" << i << ";\n";
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) out VertexData {\n";
for (u32 i = 0; i < num_tex_outputs; i++)
ss << " float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_outputs; i++)
ss << " float4 v_col" << i << ";\n";
ss << "};\n";
}
else
{
for (u32 i = 0; i < num_tex_outputs; i++)
ss << "VARYING_LOCATION(" << i << ") out float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_outputs; i++)
ss << "VARYING_LOCATION(" << (num_tex_inputs + i) << ") out float4 v_col" << i << ";\n";
}
ss << "#define opos gl_Position\n";
ss << extra_inputs << "\n";
ss << "void main()\n";
@ -138,10 +151,23 @@ static void EmitPixelMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
case APIType::OpenGL:
case APIType::Vulkan:
{
for (u32 i = 0; i < num_tex_inputs; i++)
ss << "VARYING_LOCATION(" << i << ") in float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << "VARYING_LOCATION(" << (num_tex_inputs + i) << ") in float4 v_col" << i << ";\n";
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) in VertexData {\n";
for (u32 i = 0; i < num_tex_inputs; i++)
ss << " in float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << " in float4 v_col" << i << ";\n";
ss << "};\n";
}
else
{
for (u32 i = 0; i < num_tex_inputs; i++)
ss << "VARYING_LOCATION(" << i << ") in float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << "VARYING_LOCATION(" << (num_tex_inputs + i) << ") in float4 v_col" << i << ";\n";
}
ss << "FRAGMENT_OUTPUT_LOCATION(0) out " << output_type << " ocol0;\n";
ss << extra_vars << "\n";
ss << "void main()\n";
@ -218,15 +244,20 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
{
ss << "layout(triangles) in;\n";
ss << "layout(triangle_strip, max_vertices = 6) out;\n";
for (u32 i = 0; i < num_tex; i++)
if (num_tex > 0 || num_colors > 0)
{
ss << "layout(location = " << i << ") in float3 v_tex" << i << "[];\n";
ss << "layout(location = " << i << ") out float3 out_tex" << i << ";\n";
}
for (u32 i = 0; i < num_colors; i++)
{
ss << "layout(location = " << (num_tex + i) << ") in float4 v_col" << i << "[];\n";
ss << "layout(location = " << (num_tex + i) << ") out float4 out_col" << i << ";\n";
ss << "VARYING_LOCATION(0) in VertexData {\n";
for (u32 i = 0; i < num_tex; i++)
ss << " float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_colors; i++)
ss << " float4 v_col" << i << ";\n";
ss << "} v_in[];\n";
ss << "VARYING_LOCATION(0) out VertexData {\n";
for (u32 i = 0; i < num_tex; i++)
ss << " float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_colors; i++)
ss << " float4 v_col" << i << ";\n";
ss << "} v_out;\n";
}
ss << "\n";
ss << "void main()\n";
@ -240,9 +271,10 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
{
ss << " gl_Position = gl_in[" << v << "].gl_Position;\n";
for (u32 i = 0; i < num_tex; i++)
ss << " out_tex" << i << " = float3(v_tex" << i << "[" << v << "].xy, float(j));\n";
ss << " v_out.v_tex" << i << " = float3(v_in[" << v << "].v_tex" << i
<< ".xy, float(j));\n";
for (u32 i = 0; i < num_colors; i++)
ss << " out_col" << i << " = v_col" << i << "[" << v << "];\n";
ss << " v_out.v_col" << i << " = v_in[" << v << "].v_col" << i << ";\n";
ss << " EmitVertex();\n\n";
}
ss << " EndPrimitive();\n";