diff options
| author | Stenzek <stenzek@gmail.com> | 2019-04-20 23:44:33 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2019-04-20 23:44:33 +1000 |
| commit | eddde3e6c8d8ea37a724e66dbc82b432ae63df96 (patch) | |
| tree | a11582e26fbd5060c1d9ab2abbaecb2a7af1e451 /Source/Core/VideoCommon/FramebufferShaderGen.cpp | |
| parent | 4b1adab7856cb2dd28418a1d748a0e8cebf94a2f (diff) | |
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.
Diffstat (limited to 'Source/Core/VideoCommon/FramebufferShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/FramebufferShaderGen.cpp | 68 |
1 files changed, 50 insertions, 18 deletions
diff --git a/Source/Core/VideoCommon/FramebufferShaderGen.cpp b/Source/Core/VideoCommon/FramebufferShaderGen.cpp index de7bdf3ee8..c69f07c10d 100644 --- a/Source/Core/VideoCommon/FramebufferShaderGen.cpp +++ b/Source/Core/VideoCommon/FramebufferShaderGen.cpp @@ -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++) - { - 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++) + if (num_tex > 0 || num_colors > 0) { - 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"; |
