Remove output interpolation qualifier (#1070)

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gdkchan 2020-04-01 22:24:55 -03:00 committed by GitHub
parent 45c7424f7c
commit 5b5239ab5b
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6 changed files with 14 additions and 71 deletions

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@ -145,8 +145,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
BackpropQualifiers(gpShaders);
List<IShader> hostShaders = new List<IShader>();
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
@ -375,45 +373,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
return new CachedShader(program, codeCached);
}
/// <summary>
/// Performs backwards propagation of interpolation qualifiers or later shader stages input,
/// to ealier shader stages output.
/// This is required by older versions of OpenGL (pre-4.3).
/// </summary>
/// <param name="program">Graphics shader cached code</param>
private void BackpropQualifiers(GraphicsShader program)
{
ShaderProgram fragmentShader = program.Shaders[4]?.Program;
bool isFirst = true;
for (int stage = 3; stage >= 0; stage--)
{
if (program.Shaders[stage] == null)
{
continue;
}
// We need to iterate backwards, since we do name replacement,
// and it would otherwise replace a subset of the longer names.
for (int attr = 31; attr >= 0; attr--)
{
string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
if (isFirst && !string.IsNullOrEmpty(iq))
{
program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
}
else
{
program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
}
}
isFirst = false;
}
}
/// <summary>
/// Gets the primitive topology for the current draw.
/// This is required by geometry shaders.