glsl: Implement gl_ViewportIndex
SSBU now working
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b7561226ed
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3a024b3026
3 changed files with 14 additions and 5 deletions
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@ -71,7 +71,7 @@ std::string PtpOffsets(const IR::Value& offset, const IR::Value& offset2) {
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const std::array values{offset.InstRecursive(), offset2.InstRecursive()};
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if (!values[0]->AreAllArgsImmediates() || !values[1]->AreAllArgsImmediates()) {
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// LOG_WARNING("Not all arguments in PTP are immediate, STUBBING");
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return "";
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return "ivec2[](ivec2(0), ivec2(1), ivec2(2), ivec2(3))";
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}
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const IR::Opcode opcode{values[0]->GetOpcode()};
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if (opcode != values[1]->GetOpcode() || opcode != IR::Opcode::CompositeConstructU32x4) {
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@ -340,8 +340,8 @@ void EmitImageFetch([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst
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*sparse_inst, texture, CastToIntVec(coords, info), lod,
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CastToIntVec(offset, info), texel);
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} else {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchARB({},{},{},{}));", *sparse_inst,
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texture, CastToIntVec(coords, info), lod, texel);
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchARB({},{},int({}),{}));",
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*sparse_inst, texture, CastToIntVec(coords, info), lod, texel);
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}
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}
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