gl_shader_decompiler: Implement clip distances

This commit is contained in:
ReinUsesLisp 2018-11-23 01:57:49 -03:00
parent 50d2abaaa9
commit b3853403b7
3 changed files with 58 additions and 21 deletions

View file

@ -82,6 +82,8 @@ union Attribute {
Position = 7,
Attribute_0 = 8,
Attribute_31 = 39,
ClipDistances0123 = 44,
ClipDistances4567 = 45,
PointCoord = 46,
// This attribute contains a tuple of (~, ~, InstanceId, VertexId) when inside a vertex
// shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval

View file

@ -62,7 +62,16 @@ struct Header {
INSERT_PADDING_BYTES(1); // ImapSystemValuesB
INSERT_PADDING_BYTES(16); // ImapGenericVector[32]
INSERT_PADDING_BYTES(2); // ImapColor
INSERT_PADDING_BYTES(2); // ImapSystemValuesC
union {
BitField<0, 8, u16> clip_distances;
BitField<8, 1, u16> point_sprite_s;
BitField<9, 1, u16> point_sprite_t;
BitField<10, 1, u16> fog_coordinate;
BitField<12, 1, u16> tessellation_eval_point_u;
BitField<13, 1, u16> tessellation_eval_point_v;
BitField<14, 1, u16> instance_id;
BitField<15, 1, u16> vertex_id;
};
INSERT_PADDING_BYTES(5); // ImapFixedFncTexture[10]
INSERT_PADDING_BYTES(1); // ImapReserved
INSERT_PADDING_BYTES(3); // OmapSystemValuesA