shader: Implement PrimitiveId
This commit is contained in:
		| @@ -1021,6 +1021,9 @@ void EmitContext::DefineInputs(const Info& info) { | ||||
|         fswzadd_lut_b = | ||||
|             ConstantComposite(F32[4], f32_minus_one, f32_minus_one, f32_one, f32_minus_one); | ||||
|     } | ||||
|     if (info.loads_primitive_id) { | ||||
|         primitive_id = DefineInput(*this, U32[1], false, spv::BuiltIn::PrimitiveId); | ||||
|     } | ||||
|     if (info.loads_position) { | ||||
|         const bool is_fragment{stage != Stage::Fragment}; | ||||
|         const spv::BuiltIn built_in{is_fragment ? spv::BuiltIn::Position : spv::BuiltIn::FragCoord}; | ||||
|   | ||||
| @@ -167,6 +167,7 @@ public: | ||||
|     Id clip_distances{}; | ||||
|     Id layer{}; | ||||
|     Id viewport_index{}; | ||||
|     Id primitive_id{}; | ||||
|  | ||||
|     Id fswzadd_lut_a{}; | ||||
|     Id fswzadd_lut_b{}; | ||||
|   | ||||
| @@ -210,6 +210,8 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex) { | ||||
|         return type->needs_cast ? ctx.OpBitcast(ctx.F32[1], value) : value; | ||||
|     } | ||||
|     switch (attr) { | ||||
|     case IR::Attribute::PrimitiveId: | ||||
|         return ctx.OpLoad(ctx.U32[1], ctx.primitive_id); | ||||
|     case IR::Attribute::PositionX: | ||||
|     case IR::Attribute::PositionY: | ||||
|     case IR::Attribute::PositionZ: | ||||
|   | ||||
| @@ -34,6 +34,9 @@ void GetAttribute(Info& info, IR::Attribute attribute) { | ||||
|         return; | ||||
|     } | ||||
|     switch (attribute) { | ||||
|     case IR::Attribute::PrimitiveId: | ||||
|         info.loads_primitive_id = true; | ||||
|         break; | ||||
|     case IR::Attribute::PositionX: | ||||
|     case IR::Attribute::PositionY: | ||||
|     case IR::Attribute::PositionZ: | ||||
|   | ||||
| @@ -107,6 +107,7 @@ struct Info { | ||||
|     std::array<bool, 30> uses_patches{}; | ||||
|  | ||||
|     std::array<InputVarying, 32> input_generics{}; | ||||
|     bool loads_primitive_id{}; | ||||
|     bool loads_position{}; | ||||
|     bool loads_instance_id{}; | ||||
|     bool loads_vertex_id{}; | ||||
|   | ||||
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