glsl: Implement gl_ViewportIndex

SSBU now working
This commit is contained in:
ameerj 2021-05-31 01:12:52 -04:00
parent b7561226ed
commit 3a024b3026
3 changed files with 14 additions and 5 deletions

View file

@ -126,6 +126,8 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
void EmitContext::SetupExtensions(std::string&) {
// TODO: track this usage
header += "#extension GL_ARB_sparse_texture2 : enable\n";
header += "#extension GL_ARB_shader_viewport_layer_array : enable\n";
header += "#extension GL_NV_viewport_array2 : enable\n";
header += "#extension GL_EXT_texture_shadow_lod : enable\n";
if (info.uses_int64) {
header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
@ -243,9 +245,13 @@ void EmitContext::SetupImages(Bindings& bindings) {
}
texture_buffer_bindings.reserve(info.texture_buffer_descriptors.size());
for (const auto& desc : info.texture_buffer_descriptors) {
throw NotImplementedException("TextureType::Buffer");
texture_buffer_bindings.push_back(bindings.texture);
const auto sampler_type{SamplerType(TextureType::Buffer, false)};
const auto indices{bindings.texture + desc.count};
for (u32 index = bindings.texture; index < indices; ++index) {
header += fmt::format("layout(binding={}) uniform {} tex{};", bindings.texture,
sampler_type, index);
}
bindings.texture += desc.count;
}
texture_bindings.reserve(info.texture_descriptors.size());