Revert "ShaderGen: Drop broken fragment shader index workaround for Vulkan"
This commit is contained in:
parent
4a34dba001
commit
95c2a92f26
|
@ -88,6 +88,8 @@ static BugInfo m_known_bugs[] = {
|
|||
-1.0, true},
|
||||
{API_OPENGL, OS_ALL, VENDOR_MESA, DRIVER_I965, Family::UNKNOWN, BUG_BROKEN_CLIP_DISTANCE, -1.0,
|
||||
-1.0, true},
|
||||
{API_VULKAN, OS_ALL, VENDOR_ATI, DRIVER_ATI, Family::UNKNOWN,
|
||||
BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION, -1.0, -1.0, true},
|
||||
{API_OPENGL, OS_WINDOWS, VENDOR_ATI, DRIVER_ATI, Family::UNKNOWN,
|
||||
BUG_BROKEN_DUAL_SOURCE_BLENDING, -1.0, -1.0, true},
|
||||
{API_OPENGL, OS_OSX, VENDOR_INTEL, DRIVER_INTEL, Family::UNKNOWN,
|
||||
|
|
|
@ -220,6 +220,14 @@ enum Bug
|
|||
// the gl_ClipDistance inputs from the vertex shader.
|
||||
BUG_BROKEN_CLIP_DISTANCE,
|
||||
|
||||
// Bug: Dual-source outputs from fragment shaders are broken on AMD Vulkan drivers
|
||||
// Started Version: -1
|
||||
// Ended Version: -1
|
||||
// Fragment shaders that specify dual-source outputs, via layout(location = 0, index = ...) cause
|
||||
// the driver to fail to create graphics pipelines. The workaround for this is to specify the
|
||||
// index as a MRT location instead, or omit the binding completely.
|
||||
BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION,
|
||||
|
||||
// Bug: Dual-source outputs from fragment shaders are broken on AMD OpenGL drivers
|
||||
// Started Version: -1
|
||||
// Ended Version: -1
|
||||
|
|
|
@ -553,8 +553,16 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
|
|||
{
|
||||
if (use_dual_source)
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
|
||||
}
|
||||
}
|
||||
else if (use_shader_blend)
|
||||
{
|
||||
|
@ -562,7 +570,14 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
|
|||
// intermediate value with multiple reads & modifications, so pull out the "real" output value
|
||||
// and use a temporary for calculations, then set the output value once at the end of the
|
||||
// shader
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -69,8 +69,16 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
|
|||
{
|
||||
if (use_dual_source)
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
|
||||
}
|
||||
}
|
||||
else if (use_shader_blend)
|
||||
{
|
||||
|
@ -78,7 +86,14 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
|
|||
// intermediate value with multiple reads & modifications, so pull out the "real" output value
|
||||
// and use a temporary for calculations, then set the output value once at the end of the
|
||||
// shader
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue