VideoCommon: Fix VS point/line on older GLSL
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60e3b4c093
commit
323aea60d6
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@ -101,7 +101,7 @@ SSBO_BINDING(1) readonly restrict buffer Vertices {{
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out.Write(R"(
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out.Write(R"(
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uint4 load_input_uint4_ubyte4(uint vtx_offset, uint attr_offset) {{
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uint4 load_input_uint4_ubyte4(uint vtx_offset, uint attr_offset) {{
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uint value = vertex_buffer[vtx_offset + attr_offset];
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uint value = vertex_buffer[vtx_offset + attr_offset];
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return uint4(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, value >> 24);
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return uint4(value & 0xffu, (value >> 8) & 0xffu, (value >> 16) & 0xffu, value >> 24);
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}}
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}}
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float4 load_input_float4_ubyte4(uint vtx_offset, uint attr_offset) {{
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float4 load_input_float4_ubyte4(uint vtx_offset, uint attr_offset) {{
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@ -149,7 +149,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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// Can't use float3, etc because we want 4-byte alignment
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// Can't use float3, etc because we want 4-byte alignment
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out.Write(
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out.Write(
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"uint4 unpack_ubyte4(uint value) {{\n"
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"uint4 unpack_ubyte4(uint value) {{\n"
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" return uint4(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, value >> 24);\n"
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" return uint4(value & 0xffu, (value >> 8) & 0xffu, (value >> 16) & 0xffu, value >> 24);\n"
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"}}\n\n"
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"}}\n\n"
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"struct InputData {{\n");
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"struct InputData {{\n");
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if (uid_data->components & VB_HAS_POSMTXIDX)
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if (uid_data->components & VB_HAS_POSMTXIDX)
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@ -271,7 +271,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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if (api_type == APIType::D3D)
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if (api_type == APIType::D3D)
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out.Write("uint vertex_id = (gl_VertexID >> 2) + base_vertex;\n");
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out.Write("uint vertex_id = (gl_VertexID >> 2) + base_vertex;\n");
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else
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else
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out.Write("uint vertex_id = gl_VertexID >> 2;\n");
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out.Write("uint vertex_id = uint(gl_VertexID) >> 2u;\n");
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out.Write("InputData i = input_buffer[vertex_id];\n"
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out.Write("InputData i = input_buffer[vertex_id];\n"
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"{}",
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"{}",
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input_extract.GetBuffer());
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input_extract.GetBuffer());
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@ -524,9 +524,9 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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out.Write("// Line expansion\n"
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out.Write("// Line expansion\n"
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"uint other_id = vertex_id;\n"
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"uint other_id = vertex_id;\n"
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"if (is_bottom) {{\n"
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"if (is_bottom) {{\n"
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" other_id -= 1;\n"
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" other_id -= 1u;\n"
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"}} else {{\n"
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"}} else {{\n"
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" other_id += 1;\n"
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" other_id += 1u;\n"
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"}}\n"
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"}}\n"
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"InputData other = input_buffer[other_id];\n");
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"InputData other = input_buffer[other_id];\n");
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if (uid_data->position_has_3_elems)
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if (uid_data->position_has_3_elems)
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