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";

View File

@ -72,7 +72,16 @@ static void WriteHeader(char*& p, APIType ApiType)
WRITE(p, " float2 clamp_tb;\n");
WRITE(p, " float3 filter_coefficients;\n");
WRITE(p, "};\n");
WRITE(p, "VARYING_LOCATION(0) in float3 v_tex0;\n");
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
WRITE(p, "VARYING_LOCATION(0) in VertexData {\n");
WRITE(p, " float3 v_tex0;\n");
WRITE(p, "};\n");
}
else
{
WRITE(p, "VARYING_LOCATION(0) in float3 v_tex0;\n");
}
WRITE(p, "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n");
}
@ -1510,7 +1519,16 @@ float4 DecodePixel(int val)
}
else
{
ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) in VertexData {\n";
ss << " float3 v_tex0;\n";
ss << "};\n";
}
else
{
ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
}
ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n";
ss << "void main() {\n";
ss << " float3 coords = v_tex0;\n";

View File

@ -67,8 +67,17 @@ ShaderCode GenerateVertexShader(APIType api_type)
}
else if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n"
"#define id gl_VertexID\n"
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
out.Write(" float3 v_tex0;\n");
out.Write("};\n");
}
else
{
out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n");
}
out.Write("#define id gl_VertexID\n"
"#define opos gl_Position\n"
"void main() {\n");
}
@ -112,8 +121,17 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
"clamp_tb.x, clamp_tb.y), %s));\n"
"}\n",
mono_depth ? "0.0" : "uv.z");
out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n"
"FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
out.Write(" float3 v_tex0;\n");
out.Write("};\n");
}
else
{
out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n");
}
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
"void main()\n{\n");
}