VideoCommon: Don't pass structs between shader stages when geometry shaders are unsupported.
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@ -329,27 +329,42 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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}
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else
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{
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out.Write("centroid in VS_OUTPUT o;\n");
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out.Write("centroid in float4 colors_02;\n");
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out.Write("centroid in float4 colors_12;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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out.Write("centroid in float3 uv%d;\n", i);
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}
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out.Write("centroid in float4 clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("centroid in float4 Normal;\n");
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}
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}
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out.Write("void main()\n{\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i);
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}
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out.Write("\tfloat4 clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("\tfloat4 Normal = o.Normal;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i);
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}
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out.Write("\tfloat4 clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("\tfloat4 Normal = o.Normal;\n");
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}
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}
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// On Mali, global variables must be initialized as constants.
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// This is why we initialize these variables locally instead.
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out.Write("\tfloat4 colors_0 = o.colors_0;\n");
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out.Write("\tfloat4 colors_1 = o.colors_1;\n");
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out.Write("\tfloat4 colors_0 = %s;\n", g_ActiveConfig.backend_info.bSupportsGeometryShaders ? "o.colors_0" : "colors_02");
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out.Write("\tfloat4 colors_1 = %s;\n", g_ActiveConfig.backend_info.bSupportsGeometryShaders ? "o.colors_1" : "colors_12");
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out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
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}
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@ -80,10 +80,25 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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}
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else
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{
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out.Write("centroid out VS_OUTPUT o; \n");
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// Let's set up attributes
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for (size_t i = 0; i < 8; ++i)
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{
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if (i < xfmem.numTexGen.numTexGens)
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{
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out.Write("centroid out float3 uv%d;\n", i);
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}
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}
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out.Write("centroid out float4 clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write("centroid out float4 Normal;\n");
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out.Write("centroid out float4 colors_02;\n");
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out.Write("centroid out float4 colors_12;\n");
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}
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out.Write("void main()\n{\n");
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if (!g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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out.Write("VS_OUTPUT o;\n");
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}
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else // D3D
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{
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@ -369,6 +384,19 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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if (api_type == API_OPENGL)
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{
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if (!g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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// TODO: Pass structs between shader stages even if geometry shaders
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// are not supported, however that will break GL 3.0 and 3.1 support.
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for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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out.Write("uv%d.xyz = o.tex%d;\n", i, i);
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out.Write("clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write("Normal = o.Normal;\n");
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out.Write("colors_02 = o.colors_0;\n");
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out.Write("colors_12 = o.colors_1;\n");
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}
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out.Write("gl_Position = o.pos;\n");
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}
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else // D3D
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