shader: Fix disabled and unwritten attributes and varyings
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65daec8b75
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5643a909bc
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@ -179,8 +179,12 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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const char swizzle{"xyzw"[element]};
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if (IR::IsGeneric(attr)) {
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const u32 index{IR::GenericAttributeIndex(attr)};
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if (!ctx.runtime_info.previous_stage_stores.Generic(index)) {
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if (!ctx.runtime_info.previous_stage_stores.Generic(index, element)) {
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if (element == 3) {
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ctx.AddF32("{}=1.f;", inst, attr);
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} else {
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ctx.AddF32("{}=0.f;", inst, attr);
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}
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return;
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}
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ctx.AddF32("{}=in_attr{}{}.{};", inst, index, InputVertexIndex(ctx, vertex), swizzle);
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@ -298,10 +298,14 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex) {
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if (IR::IsGeneric(attr)) {
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const u32 index{IR::GenericAttributeIndex(attr)};
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const std::optional<AttrInfo> type{AttrTypes(ctx, index)};
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if (!type || !ctx.runtime_info.previous_stage_stores.Generic(index)) {
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if (!type) {
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// Attribute is disabled
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return ctx.Const(0.0f);
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}
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if (!ctx.runtime_info.previous_stage_stores.Generic(index, element)) {
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// Varying component is not written
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return ctx.Const(type && element == 3 ? 1.0f : 0.0f);
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}
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const Id generic_id{ctx.input_generics.at(index)};
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const Id pointer{AttrPointer(ctx, type->pointer, vertex, generic_id, ctx.Const(element))};
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const Id value{ctx.OpLoad(type->id, pointer)};
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@ -140,6 +140,26 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
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}
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AddTelemetryFields();
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InitOpenGLObjects();
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// Initialize default attributes to match hardware's disabled attributes
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GLint max_attribs{};
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &max_attribs);
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for (GLint attrib = 0; attrib < max_attribs; ++attrib) {
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glVertexAttrib4f(attrib, 0.0f, 0.0f, 0.0f, 0.0f);
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}
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// Enable seamless cubemaps when per texture parameters are not available
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if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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}
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// Enable unified vertex attributes and query vertex buffer address when the driver supports it
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if (device.HasVertexBufferUnifiedMemory()) {
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
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glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
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glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
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glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
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&vertex_buffer_address);
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}
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}
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RendererOpenGL::~RendererOpenGL() = default;
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@ -256,21 +276,6 @@ void RendererOpenGL::InitOpenGLObjects() {
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// Clear screen to black
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LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
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// Enable seamless cubemaps when per texture parameters are not available
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if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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}
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// Enable unified vertex attributes and query vertex buffer address when the driver supports it
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if (device.HasVertexBufferUnifiedMemory()) {
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
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glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
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glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
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glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
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&vertex_buffer_address);
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}
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}
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void RendererOpenGL::AddTelemetryFields() {
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