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/UberShaderVertex.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/UberShaderVertex.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/UberShaderVertex.cpp | 29 |
1 files changed, 19 insertions, 10 deletions
diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp index af2b12110c..4032e0df40 100644 --- a/Source/Core/VideoCommon/UberShaderVertex.cpp +++ b/Source/Core/VideoCommon/UberShaderVertex.cpp @@ -63,8 +63,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config, for (int i = 0; i < 8; ++i) out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i); - // 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) out VertexData {\n"); GenerateVSOutputMembers(out, ApiType, numTexgen, host_config, @@ -74,18 +73,28 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config, else { // Let's set up attributes + u32 counter = 0; + out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); for (u32 i = 0; i < numTexgen; ++i) - out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i); - + { + out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++, + GetInterpolationQualifier(msaa, ssaa), i); + } if (!host_config.fast_depth_calc) - out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa)); + { + out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); + } if (per_pixel_lighting) { - out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa)); - out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); } - out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa)); - out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa)); } out.Write("void main()\n{\n"); @@ -276,7 +285,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config, if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { - if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan) + if (host_config.backend_geometry_shaders) { AssignVSOutputMembers(out, "vs", "o", numTexgen, host_config); } |
