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-rw-r--r--src/shader_recompiler/backend/spirv/emit_context.cpp3
-rw-r--r--src/shader_recompiler/backend/spirv/emit_context.h1
-rw-r--r--src/shader_recompiler/backend/spirv/emit_spirv_context_get_set.cpp2
-rw-r--r--src/shader_recompiler/ir_opt/collect_shader_info_pass.cpp3
-rw-r--r--src/shader_recompiler/shader_info.h1
5 files changed, 10 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/spirv/emit_context.cpp b/src/shader_recompiler/backend/spirv/emit_context.cpp
index 067f61613..3946dab14 100644
--- a/src/shader_recompiler/backend/spirv/emit_context.cpp
+++ b/src/shader_recompiler/backend/spirv/emit_context.cpp
@@ -1021,6 +1021,9 @@ void EmitContext::DefineInputs(const Info& info) {
fswzadd_lut_b =
ConstantComposite(F32[4], f32_minus_one, f32_minus_one, f32_one, f32_minus_one);
}
+ if (info.loads_primitive_id) {
+ primitive_id = DefineInput(*this, U32[1], false, spv::BuiltIn::PrimitiveId);
+ }
if (info.loads_position) {
const bool is_fragment{stage != Stage::Fragment};
const spv::BuiltIn built_in{is_fragment ? spv::BuiltIn::Position : spv::BuiltIn::FragCoord};
diff --git a/src/shader_recompiler/backend/spirv/emit_context.h b/src/shader_recompiler/backend/spirv/emit_context.h
index ba0a253b3..c7d6f8a38 100644
--- a/src/shader_recompiler/backend/spirv/emit_context.h
+++ b/src/shader_recompiler/backend/spirv/emit_context.h
@@ -167,6 +167,7 @@ public:
Id clip_distances{};
Id layer{};
Id viewport_index{};
+ Id primitive_id{};
Id fswzadd_lut_a{};
Id fswzadd_lut_b{};
diff --git a/src/shader_recompiler/backend/spirv/emit_spirv_context_get_set.cpp b/src/shader_recompiler/backend/spirv/emit_spirv_context_get_set.cpp
index 4a1aeece5..23a74f966 100644
--- a/src/shader_recompiler/backend/spirv/emit_spirv_context_get_set.cpp
+++ b/src/shader_recompiler/backend/spirv/emit_spirv_context_get_set.cpp
@@ -210,6 +210,8 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex) {
return type->needs_cast ? ctx.OpBitcast(ctx.F32[1], value) : value;
}
switch (attr) {
+ case IR::Attribute::PrimitiveId:
+ return ctx.OpLoad(ctx.U32[1], ctx.primitive_id);
case IR::Attribute::PositionX:
case IR::Attribute::PositionY:
case IR::Attribute::PositionZ:
diff --git a/src/shader_recompiler/ir_opt/collect_shader_info_pass.cpp b/src/shader_recompiler/ir_opt/collect_shader_info_pass.cpp
index aadcf7999..c84bf211f 100644
--- a/src/shader_recompiler/ir_opt/collect_shader_info_pass.cpp
+++ b/src/shader_recompiler/ir_opt/collect_shader_info_pass.cpp
@@ -34,6 +34,9 @@ void GetAttribute(Info& info, IR::Attribute attribute) {
return;
}
switch (attribute) {
+ case IR::Attribute::PrimitiveId:
+ info.loads_primitive_id = true;
+ break;
case IR::Attribute::PositionX:
case IR::Attribute::PositionY:
case IR::Attribute::PositionZ:
diff --git a/src/shader_recompiler/shader_info.h b/src/shader_recompiler/shader_info.h
index 4dbf9ed12..d6cde1596 100644
--- a/src/shader_recompiler/shader_info.h
+++ b/src/shader_recompiler/shader_info.h
@@ -107,6 +107,7 @@ struct Info {
std::array<bool, 30> uses_patches{};
std::array<InputVarying, 32> input_generics{};
+ bool loads_primitive_id{};
bool loads_position{};
bool loads_instance_id{};
bool loads_vertex_id{};