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vk_shader_decompiler: Fix default varying regression

This commit is contained in:
ReinUsesLisp 2020-03-12 02:35:31 -03:00
parent afebdda203
commit 62560f1e63

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@ -423,7 +423,7 @@ private:
// Clear Position to avoid reading trash on the Z conversion. // Clear Position to avoid reading trash on the Z conversion.
const auto position_index = out_indices.position.value(); const auto position_index = out_indices.position.value();
const Id position = AccessElement(t_out_float4, out_vertex, position_index); const Id position = AccessElement(t_out_float4, out_vertex, position_index);
OpStore(position, ConstantNull(t_float4)); OpStore(position, v_varying_default);
if (specialization.point_size) { if (specialization.point_size) {
const u32 point_size_index = out_indices.point_size.value(); const u32 point_size_index = out_indices.point_size.value();
@ -794,7 +794,7 @@ private:
} }
Id type = GetTypeVectorDefinitionLut(Type::Float).at(num_components - 1); Id type = GetTypeVectorDefinitionLut(Type::Float).at(num_components - 1);
Id varying_default = ConstantNull(type); Id varying_default = v_varying_default;
if (IsOutputAttributeArray()) { if (IsOutputAttributeArray()) {
const u32 num = GetNumOutputVertices(); const u32 num = GetNumOutputVertices();
type = TypeArray(type, Constant(t_uint, num)); type = TypeArray(type, Constant(t_uint, num));
@ -2650,6 +2650,10 @@ private:
const Id v_float_zero = Constant(t_float, 0.0f); const Id v_float_zero = Constant(t_float, 0.0f);
const Id v_float_one = Constant(t_float, 1.0f); const Id v_float_one = Constant(t_float, 1.0f);
// Nvidia uses these defaults for varyings (e.g. position and generic attributes)
const Id v_varying_default =
ConstantComposite(t_float4, v_float_zero, v_float_zero, v_float_zero, v_float_one);
const Id v_true = ConstantTrue(t_bool); const Id v_true = ConstantTrue(t_bool);
const Id v_false = ConstantFalse(t_bool); const Id v_false = ConstantFalse(t_bool);