glsl: Update TessellationControl gl_in
Adheres to GL_ARB_separate_shader_objects requirements
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		| @@ -257,6 +257,32 @@ void SetupOutPerVertex(EmitContext& ctx, std::string& header) { | ||||
|     } | ||||
| } | ||||
|  | ||||
| void SetupInPerVertex(EmitContext& ctx, std::string& header) { | ||||
|     // Currently only required for TessellationControl to adhere to | ||||
|     // ARB_separate_shader_objects requirements | ||||
|     if (ctx.stage != Stage::TessellationControl) { | ||||
|         return; | ||||
|     } | ||||
|     const bool loads_position{ctx.info.loads.AnyComponent(IR::Attribute::PositionX)}; | ||||
|     const bool loads_point_size{ctx.info.loads[IR::Attribute::PointSize]}; | ||||
|     const bool loads_clip_distance{ctx.info.loads.ClipDistances()}; | ||||
|     const bool loads_per_vertex{loads_position || loads_point_size || loads_clip_distance}; | ||||
|     if (!loads_per_vertex) { | ||||
|         return; | ||||
|     } | ||||
|     header += "in gl_PerVertex{"; | ||||
|     if (loads_position) { | ||||
|         header += "vec4 gl_Position;"; | ||||
|     } | ||||
|     if (loads_point_size) { | ||||
|         header += "float gl_PointSize;"; | ||||
|     } | ||||
|     if (loads_clip_distance) { | ||||
|         header += "float gl_ClipDistance[];"; | ||||
|     } | ||||
|     header += "}gl_in[gl_MaxPatchVertices];"; | ||||
| } | ||||
|  | ||||
| void SetupLegacyInPerFragment(EmitContext& ctx, std::string& header) { | ||||
|     if (!ctx.info.loads.Legacy()) { | ||||
|         return; | ||||
| @@ -334,6 +360,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile | ||||
|         break; | ||||
|     } | ||||
|     SetupOutPerVertex(*this, header); | ||||
|     SetupInPerVertex(*this, header); | ||||
|     SetupLegacyInPerFragment(*this, header); | ||||
|  | ||||
|     for (size_t index = 0; index < IR::NUM_GENERICS; ++index) { | ||||
| @@ -375,6 +402,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile | ||||
| } | ||||
|  | ||||
| void EmitContext::SetupExtensions() { | ||||
|     header += "#extension GL_ARB_separate_shader_objects : enable\n"; | ||||
|     if (info.uses_shadow_lod && profile.support_gl_texture_shadow_lod) { | ||||
|         header += "#extension GL_EXT_texture_shadow_lod : enable\n"; | ||||
|     } | ||||
|   | ||||
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