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Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_context.cpp')
-rw-r--r--src/shader_recompiler/backend/glsl/emit_context.cpp28
1 files changed, 28 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_context.cpp b/src/shader_recompiler/backend/glsl/emit_context.cpp
index e08d2d2eb..4e6f2c0fe 100644
--- a/src/shader_recompiler/backend/glsl/emit_context.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_context.cpp
@@ -257,6 +257,32 @@ void SetupOutPerVertex(EmitContext& ctx, std::string& header) {
}
}
+void SetupInPerVertex(EmitContext& ctx, std::string& header) {
+ // Currently only required for TessellationControl to adhere to
+ // ARB_separate_shader_objects requirements
+ if (ctx.stage != Stage::TessellationControl) {
+ return;
+ }
+ const bool loads_position{ctx.info.loads.AnyComponent(IR::Attribute::PositionX)};
+ const bool loads_point_size{ctx.info.loads[IR::Attribute::PointSize]};
+ const bool loads_clip_distance{ctx.info.loads.ClipDistances()};
+ const bool loads_per_vertex{loads_position || loads_point_size || loads_clip_distance};
+ if (!loads_per_vertex) {
+ return;
+ }
+ header += "in gl_PerVertex{";
+ if (loads_position) {
+ header += "vec4 gl_Position;";
+ }
+ if (loads_point_size) {
+ header += "float gl_PointSize;";
+ }
+ if (loads_clip_distance) {
+ header += "float gl_ClipDistance[];";
+ }
+ header += "}gl_in[gl_MaxPatchVertices];";
+}
+
void SetupLegacyInPerFragment(EmitContext& ctx, std::string& header) {
if (!ctx.info.loads.Legacy()) {
return;
@@ -334,6 +360,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
break;
}
SetupOutPerVertex(*this, header);
+ SetupInPerVertex(*this, header);
SetupLegacyInPerFragment(*this, header);
for (size_t index = 0; index < IR::NUM_GENERICS; ++index) {
@@ -375,6 +402,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
}
void EmitContext::SetupExtensions() {
+ header += "#extension GL_ARB_separate_shader_objects : enable\n";
if (info.uses_shadow_lod && profile.support_gl_texture_shadow_lod) {
header += "#extension GL_EXT_texture_shadow_lod : enable\n";
}