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shader_ir/other: Implement S2R InvocationId

This commit is contained in:
ReinUsesLisp 2019-10-30 18:17:27 -03:00
parent ecbfa416f0
commit 0b5b93053d
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GPG key ID: 2DFC508897B39CFE
4 changed files with 9 additions and 0 deletions

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@ -1915,6 +1915,10 @@ private:
return {};
}
Expression InvocationId(Operation operation) {
return {"gl_InvocationID", Type::Int};
}
Expression YNegate(Operation operation) {
return {"y_direction", Type::Float};
}
@ -2153,6 +2157,7 @@ private:
&GLSLDecompiler::EmitVertex,
&GLSLDecompiler::EndPrimitive,
&GLSLDecompiler::InvocationId,
&GLSLDecompiler::YNegate,
&GLSLDecompiler::LocalInvocationId<0>,
&GLSLDecompiler::LocalInvocationId<1>,

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@ -2357,6 +2357,7 @@ private:
&SPIRVDecompiler::EmitVertex,
&SPIRVDecompiler::EndPrimitive,
&SPIRVDecompiler::InvocationId,
&SPIRVDecompiler::YNegate,
&SPIRVDecompiler::LocalInvocationId<0>,
&SPIRVDecompiler::LocalInvocationId<1>,

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@ -69,6 +69,8 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
case OpCode::Id::MOV_SYS: {
const Node value = [this, instr] {
switch (instr.sys20) {
case SystemVariable::InvocationId:
return Operation(OperationCode::InvocationId);
case SystemVariable::Ydirection:
return Operation(OperationCode::YNegate);
case SystemVariable::InvocationInfo:

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@ -172,6 +172,7 @@ enum class OperationCode {
EmitVertex, /// () -> void
EndPrimitive, /// () -> void
InvocationId, /// () -> int
YNegate, /// () -> float
LocalInvocationIdX, /// () -> uint
LocalInvocationIdY, /// () -> uint