glsl: Implement some attribute getters and setters

This commit is contained in:
ameerj 2021-05-26 00:16:20 -04:00
parent 5399906c26
commit 3d086e6130
10 changed files with 337 additions and 192 deletions

View file

@ -14,17 +14,63 @@ EmitContext::EmitContext(IR::Program& program, [[maybe_unused]] Bindings& bindin
: info{program.info}, profile{profile_} {
std::string header = "#version 450\n";
SetupExtensions(header);
if (program.stage == Stage::Compute) {
stage = program.stage;
switch (program.stage) {
case Stage::VertexA:
case Stage::VertexB:
stage_name = "vertex";
attrib_name = "vertex";
// TODO: add only what's used by the shader
header +=
"out gl_PerVertex {vec4 gl_Position;float gl_PointSize;float gl_ClipDistance[];};";
break;
case Stage::TessellationControl:
case Stage::TessellationEval:
stage_name = "primitive";
attrib_name = "primitive";
break;
case Stage::Geometry:
stage_name = "primitive";
attrib_name = "vertex";
break;
case Stage::Fragment:
stage_name = "fragment";
attrib_name = "fragment";
break;
case Stage::Compute:
stage_name = "invocation";
header += fmt::format("layout(local_size_x={},local_size_y={},local_size_z={}) in;\n",
program.workgroup_size[0], program.workgroup_size[1],
program.workgroup_size[2]);
break;
}
code += header;
const std::string_view attr_stage{stage == Stage::Fragment ? "fragment" : "vertex"};
for (size_t index = 0; index < info.input_generics.size(); ++index) {
const auto& generic{info.input_generics[index]};
if (generic.used) {
Add("layout(location={})in vec4 in_attr{};", index, index);
}
}
for (size_t index = 0; index < info.stores_frag_color.size(); ++index) {
if (!info.stores_frag_color[index]) {
continue;
}
Add("layout(location={})out vec4 frag_color{};", index, index);
}
for (size_t index = 0; index < info.stores_generics.size(); ++index) {
if (info.stores_generics[index]) {
Add("layout(location={}) out vec4 out_attr{};", index, index);
}
}
DefineConstantBuffers();
DefineStorageBuffers();
DefineHelperFunctions();
code += "void main(){\n";
Add("void main(){{");
if (stage == Stage::VertexA || stage == Stage::VertexB) {
Add("gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);");
}
}
void EmitContext::SetupExtensions(std::string& header) {