vk_shader_decompiler: Fix default varying regression
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		| @@ -423,7 +423,7 @@ private: | ||||
|             // Clear Position to avoid reading trash on the Z conversion. | ||||
|             const auto position_index = out_indices.position.value(); | ||||
|             const Id position = AccessElement(t_out_float4, out_vertex, position_index); | ||||
|             OpStore(position, ConstantNull(t_float4)); | ||||
|             OpStore(position, v_varying_default); | ||||
|  | ||||
|             if (specialization.point_size) { | ||||
|                 const u32 point_size_index = out_indices.point_size.value(); | ||||
| @@ -794,7 +794,7 @@ private: | ||||
|             } | ||||
|  | ||||
|             Id type = GetTypeVectorDefinitionLut(Type::Float).at(num_components - 1); | ||||
|             Id varying_default = ConstantNull(type); | ||||
|             Id varying_default = v_varying_default; | ||||
|             if (IsOutputAttributeArray()) { | ||||
|                 const u32 num = GetNumOutputVertices(); | ||||
|                 type = TypeArray(type, Constant(t_uint, num)); | ||||
| @@ -2650,6 +2650,10 @@ private: | ||||
|     const Id v_float_zero = Constant(t_float, 0.0f); | ||||
|     const Id v_float_one = Constant(t_float, 1.0f); | ||||
|  | ||||
|     // Nvidia uses these defaults for varyings (e.g. position and generic attributes) | ||||
|     const Id v_varying_default = | ||||
|         ConstantComposite(t_float4, v_float_zero, v_float_zero, v_float_zero, v_float_one); | ||||
|  | ||||
|     const Id v_true = ConstantTrue(t_bool); | ||||
|     const Id v_false = ConstantFalse(t_bool); | ||||
|  | ||||
|   | ||||
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