diff options
| author | Stenzek <stenzek@gmail.com> | 2019-01-23 18:12:13 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2019-01-24 17:02:17 +1000 |
| commit | 1d61041985ddfea3662855a89dcc930515a41c0c (patch) | |
| tree | 38921f0711db88140bde124b7534acc9b5fb34b0 /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | 68cb24172b4e76c96f38b7a44d8d5d45e4adc900 (diff) | |
ShaderGen: Don't use interface blocks on Vulkan without GS
Doing so causes the Adreno driver to choke and spew errors about
too many output locations/components, when clearly we're under
the limit.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 23 |
1 files changed, 14 insertions, 9 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index ce42363d19..9fbbb2cda4 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -587,8 +587,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host if (uid_data->per_pixel_depth) out.Write("#define depth gl_FragDepth\n"); - // We need to always use output blocks for Vulkan, but geometry shaders are also optional. - if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan) + if (host_config.backend_geometry_shaders) { out.Write("VARYING_LOCATION(0) in VertexData {\n"); GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, host_config, @@ -601,20 +600,26 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host } else { - out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa)); - out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa)); - // compute window position if needed because binding semantic WPOS is not widely supported // Let's set up attributes + u32 counter = 0; + out.Write("VARYING_LOCATION(%u) %s in float4 colors_0;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION(%u) %s in float4 colors_1;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i) { - out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i); + out.Write("VARYING_LOCATION(%u) %s in float3 tex%d;\n", counter++, + GetInterpolationQualifier(msaa, ssaa), i); } if (!host_config.fast_depth_calc) - out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION(%u) %s in float4 clipPos;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); if (per_pixel_lighting) { - out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa)); - out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION(%u) %s in float3 Normal;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION(%u) %s in float3 WorldPos;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); } } |
