Shaders: Handle Ipa PASS argument as needed in Fragment Shaders (#392)

This commit is contained in:
ReinUsesLisp 2018-09-01 18:44:19 -03:00 committed by gdkchan
parent bf28d8f1aa
commit e72fd3f7a7
4 changed files with 52 additions and 2 deletions

View file

@ -1026,7 +1026,31 @@ namespace Ryujinx.Graphics.Gal.Shader
return "int(uint(" + GetOperExpr(Op, Op.OperandA) + "))";
}
private string GetIpaExpr(ShaderIrOp Op) => GetSrcExpr(Op.OperandA);
private string GetIpaExpr(ShaderIrOp Op)
{
ShaderIrMetaIpa Meta = (ShaderIrMetaIpa)Op.MetaData;
ShaderIrOperAbuf Abuf = (ShaderIrOperAbuf)Op.OperandA;
if (Meta.Mode == ShaderIpaMode.Pass)
{
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
if (Decl.ShaderType == GalShaderType.Fragment && Index == GlslDecl.GlPositionVec4Index)
{
switch (Elem)
{
case 0: return "gl_FragCoord.x";
case 1: return "gl_FragCoord.y";
case 2: return "gl_FragCoord.z";
case 3: return "1";
}
}
}
return GetSrcExpr(Op.OperandA);
}
private string GetKilExpr(ShaderIrOp Op) => "discard";