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glsl: Remove output generic indexing for geometry stage

This commit is contained in:
ameerj 2021-06-07 18:28:42 -04:00
parent 258106038e
commit fb839061fb

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@ -30,10 +30,8 @@ std::string InputVertexIndex(EmitContext& ctx, std::string_view vertex) {
return IsInputArray(ctx.stage) ? fmt::format("[{}]", vertex) : "";
}
std::string OutputVertexIndex(EmitContext& ctx, std::string_view vertex) {
std::string OutputVertexIndex(EmitContext& ctx) {
switch (ctx.stage) {
case Stage::Geometry:
return fmt::format("[{}]", vertex);
case Stage::TessellationControl:
return "[gl_InvocationID]";
default:
@ -252,12 +250,12 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
}
void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, std::string_view value,
std::string_view vertex) {
[[maybe_unused]] std::string_view vertex) {
if (IR::IsGeneric(attr)) {
const u32 index{IR::GenericAttributeIndex(attr)};
const u32 element{IR::GenericAttributeElement(attr)};
const GenericElementInfo& info{ctx.output_generics.at(index).at(element)};
const auto output_decorator{OutputVertexIndex(ctx, vertex)};
const auto output_decorator{OutputVertexIndex(ctx)};
if (info.num_components == 1) {
ctx.Add("{}{}={};", info.name, output_decorator, value);
} else {