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authoriwubcode <iwubcode@users.noreply.github.com>2022-05-04 00:41:34 -0500
committeriwubcode <iwubcode@users.noreply.github.com>2022-06-24 18:09:53 -0500
commit5dd2704416385946fbdd80b38c01b0f9d7735648 (patch)
treec6fa0e6d5552282939412f29c7f6b9fc7f6f4337 /Source/Core/VideoCommon/GeometryShaderGen.cpp
parent3790c99a7d1f6377166049c61bbe03f93e2c3a60 (diff)
D3D / VideoCommon: generate HLSL from SPIRV
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp11
1 files changed, 8 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index 150354e4f3..997e809860 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -103,7 +103,8 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
"}};\n");
out.Write("struct VS_OUTPUT {{\n");
- GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "");
+ GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "",
+ ShaderStage::Geometry);
out.Write("}};\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
@@ -113,12 +114,14 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
out.Write("VARYING_LOCATION(0) in VertexData {{\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
- GetInterpolationQualifier(msaa, ssaa, true, true));
+ GetInterpolationQualifier(msaa, ssaa, true, true),
+ ShaderStage::Geometry);
out.Write("}} vs[{}];\n", vertex_in);
out.Write("VARYING_LOCATION(0) out VertexData {{\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
- GetInterpolationQualifier(msaa, ssaa, true, false));
+ GetInterpolationQualifier(msaa, ssaa, true, false),
+ ShaderStage::Geometry);
if (stereo)
out.Write("\tflat int layer;\n");
@@ -134,6 +137,7 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
if (stereo)
out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
+ out.Write("\tfloat4 posout : SV_Position;\n");
out.Write("}};\n");
@@ -344,6 +348,7 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
else
{
out.Write("\tps.o = {};\n", vertex);
+ out.Write("\tps.posout = {}.pos;\n", vertex);
}
if (stereo)