Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator * Implement gl_ViewportMask[] * Add back the Intel FrontFacing bug workaround * Fix GLSL transform feedback outputs mistmatch with fragment stage * Shader cache version bump * Fix geometry shader recognition * PR feedback * Delete GetOperandDef and GetOperandUse * Remove replacements that are no longer needed on GLSL compilation on Vulkan * Fix incorrect load for per-patch outputs * Fix build
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56 changed files with 1967 additions and 1746 deletions
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@ -156,7 +156,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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var vectorFloat = context.ConvertSToF(vector2Type, vector);
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var vectorScaled = context.VectorTimesScalar(vector2Type, vectorFloat, scaleNegated);
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var fragCoordPointer = context.Inputs[AttributeConsts.PositionX];
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var fragCoordPointer = context.Inputs[new IoDefinition(StorageKind.Input, IoVariable.FragmentCoord)];
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var fragCoord = context.Load(context.TypeVector(context.TypeFP32(), 4), fragCoordPointer);
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var fragCoordXY = context.VectorShuffle(vector2Type, fragCoord, fragCoord, 0, 1);
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