glsl: Fix ssbo indexing and name shadowing between shader stages

This commit is contained in:
ameerj 2021-05-30 20:02:44 -04:00
parent 8ec0028e68
commit 4b5a4ea72e
3 changed files with 101 additions and 77 deletions

View file

@ -121,7 +121,6 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
}
void EmitContext::SetupExtensions(std::string&) {
header += "#extension GL_ARB_separate_shader_objects : enable\n";
// TODO: track this usage
header += "#extension GL_ARB_sparse_texture2 : enable\n";
header += "#extension GL_EXT_texture_shadow_lod : enable\n";
@ -171,11 +170,13 @@ void EmitContext::DefineStorageBuffers(Bindings& bindings) {
if (info.storage_buffers_descriptors.empty()) {
return;
}
u32 index{};
for (const auto& desc : info.storage_buffers_descriptors) {
header +=
fmt::format("layout(std430,binding={}) buffer ssbo_{}{{uint ssbo{}[];}};",
bindings.storage_buffer, bindings.storage_buffer, bindings.storage_buffer);
header += fmt::format("layout(std430,binding={}) buffer {}_ssbo_{}{{uint {}_ssbo{}[];}};",
bindings.storage_buffer, stage_name, bindings.storage_buffer,
stage_name, index);
bindings.storage_buffer += desc.count;
index += desc.count;
}
}