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@@ -12,13 +12,47 @@
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namespace Shader::Backend::GLSL {
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namespace {
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+std::string_view OutputVertexIndex(EmitContext& ctx) {
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+ return ctx.stage == Stage::TessellationControl ? "[gl_InvocationID]" : "";
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+}
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+
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void InitializeOutputVaryings(EmitContext& ctx) {
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if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
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ctx.Add("gl_Position=vec4(0,0,0,1);");
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}
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- for (size_t index = 0; index < 16; ++index) {
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- if (ctx.info.stores_generics[index]) {
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- ctx.Add("out_attr{}=vec4(0,0,0,1);", index);
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+ for (size_t index = 0; index < ctx.info.stores_generics.size(); ++index) {
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+ if (!ctx.info.stores_generics[index]) {
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+ continue;
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+ }
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+ const auto& info_array{ctx.output_generics.at(index)};
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+ const auto output_decorator{OutputVertexIndex(ctx)};
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+ size_t element{};
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+ while (element < info_array.size()) {
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+ const auto& info{info_array.at(element)};
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+ const auto varying_name{fmt::format("{}{}", info.name, output_decorator)};
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+ switch (info.num_components) {
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+ case 1: {
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+ const char value{element == 3 ? '1' : '0'};
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+ ctx.Add("{}={}.f;", varying_name, value);
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+ break;
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+ }
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+ case 2:
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+ case 3:
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+ if (element + info.num_components < 4) {
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+ ctx.Add("{}=vec{}(0);", varying_name, info.num_components);
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+ } else {
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+ // last element is the w component, must be initialized to 1
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+ const auto zeros{info.num_components == 3 ? "0,0," : "0,"};
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+ ctx.Add("{}=vec{}({}1);", varying_name, info.num_components, zeros);
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+ }
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+ break;
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+ case 4:
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+ ctx.Add("{}=vec4(0,0,0,1);", varying_name);
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+ break;
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+ default:
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+ break;
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+ }
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+ element += info.num_components;
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}
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}
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}
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