glasm: Implement geometry shader attribute reads
This commit is contained in:
		| @@ -74,6 +74,9 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile | ||||
|                 InterpDecorator(generic.interpolation), index, attr_stage, index, index); | ||||
|         } | ||||
|     } | ||||
|     if (stage == Stage::Geometry && info.loads_position) { | ||||
|         Add("ATTRIB vertex_position=vertex.position;"); | ||||
|     } | ||||
|     for (size_t index = 0; index < program.info.stores_frag_color.size(); ++index) { | ||||
|         if (!program.info.stores_frag_color[index]) { | ||||
|             continue; | ||||
|   | ||||
| @@ -19,6 +19,14 @@ void GetCbuf(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU | ||||
|     const Register ret{ctx.reg_alloc.Define(inst)}; | ||||
|     ctx.Add("LDC.{} {},c{}[{}];", size, ret, binding.U32(), offset); | ||||
| } | ||||
|  | ||||
| std::string VertexIndex(EmitContext& ctx, ScalarU32 vertex) { | ||||
|     if (ctx.stage == Stage::Geometry) { | ||||
|         return fmt::format("[{}]", vertex); | ||||
|     } else { | ||||
|         return ""; | ||||
|     } | ||||
| } | ||||
| } // Anonymous namespace | ||||
|  | ||||
| void EmitGetCbufU8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) { | ||||
| @@ -50,13 +58,12 @@ void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding | ||||
|     GetCbuf(ctx, inst, binding, offset, "U32X2"); | ||||
| } | ||||
|  | ||||
| void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, | ||||
|                       [[maybe_unused]] ScalarU32 vertex) { | ||||
| void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, ScalarU32 vertex) { | ||||
|     const u32 element{static_cast<u32>(attr) % 4}; | ||||
|     const char swizzle{"xyzw"[element]}; | ||||
|     if (IR::IsGeneric(attr)) { | ||||
|         const u32 index{IR::GenericAttributeIndex(attr)}; | ||||
|         ctx.Add("MOV.F {}.x,in_attr{}[0].{};", inst, index, swizzle); | ||||
|         ctx.Add("MOV.F {}.x,in_attr{}{}[0].{};", inst, index, VertexIndex(ctx, vertex), swizzle); | ||||
|         return; | ||||
|     } | ||||
|     switch (attr) { | ||||
| @@ -64,7 +71,11 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, | ||||
|     case IR::Attribute::PositionY: | ||||
|     case IR::Attribute::PositionZ: | ||||
|     case IR::Attribute::PositionW: | ||||
|         ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.attrib_name, swizzle); | ||||
|         if (ctx.stage == Stage::Geometry) { | ||||
|             ctx.Add("MOV.F {}.x,vertex_position{}.{};", inst, VertexIndex(ctx, vertex), swizzle); | ||||
|         } else { | ||||
|             ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.attrib_name, swizzle); | ||||
|         } | ||||
|         break; | ||||
|     case IR::Attribute::PointSpriteS: | ||||
|     case IR::Attribute::PointSpriteT: | ||||
|   | ||||
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