Selaa lähdekoodia

glsl: Implement gl_ViewportIndex

SSBU now working
ameerj 5 vuotta sitten
vanhempi
commit
3a024b3026

+ 8 - 2
src/shader_recompiler/backend/glsl/emit_context.cpp

@@ -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());

+ 3 - 0
src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp

@@ -186,6 +186,9 @@ void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, std::string_view val
     case IR::Attribute::PositionW:
         ctx.Add("gl_Position.{}={};", swizzle, value);
         break;
+    case IR::Attribute::ViewportIndex:
+        ctx.Add("gl_ViewportIndex=floatBitsToInt({});", value);
+        break;
     case IR::Attribute::ClipDistance0:
     case IR::Attribute::ClipDistance1:
     case IR::Attribute::ClipDistance2:

+ 3 - 3
src/shader_recompiler/backend/glsl/emit_glsl_image.cpp

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