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gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shaders

This commit is contained in:
Morph 2020-06-01 15:35:44 -04:00
parent 70188d69b0
commit 74f2e5f1a4

View file

@ -619,6 +619,21 @@ private:
}
}
if (stage != ShaderType::Geometry &&
(stage != ShaderType::Vertex || device.HasVertexViewportLayer())) {
if (ir.UsesLayer()) {
code.AddLine("int gl_Layer;");
}
if (ir.UsesViewportIndex()) {
code.AddLine("int gl_ViewportIndex;");
}
} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
!device.HasVertexViewportLayer()) {
LOG_ERROR(
Render_OpenGL,
"GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
}
if (ir.UsesPointSize()) {
code.AddLine("float gl_PointSize;");
}
@ -635,18 +650,13 @@ private:
code.AddLine("}};");
code.AddNewLine();
if (stage != ShaderType::Vertex || device.HasVertexViewportLayer()) {
if (stage == ShaderType::Geometry) {
if (ir.UsesLayer()) {
code.AddLine("out int gl_Layer;");
}
if (ir.UsesViewportIndex()) {
code.AddLine("out int gl_ViewportIndex;");
}
} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
!device.HasVertexViewportLayer()) {
LOG_ERROR(
Render_OpenGL,
"GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
}
code.AddNewLine();
}