gl_FragCoord support.

This commit is contained in:
Ben Vanik
2015-12-07 20:45:02 -08:00
parent 1f773f14b3
commit 09022a6ad3
5 changed files with 30 additions and 9 deletions

View File

@@ -111,6 +111,8 @@ struct StateData {
vec4 window_scale;
vec4 vtx_fmt;
vec4 alpha_test;
int ps_param_gen;
int padding[3];
// TODO(benvanik): variable length.
uvec2 texture_samplers[32];
vec4 float_consts[512];
@@ -270,17 +272,8 @@ void main() {
// Enter the main function, where all of our shader lives.
if (is_vertex_shader()) {
EmitSource("void processVertex(const in StateData state) {\n");
// Temporary registers.
EmitSource(" vec4 r[64];\n");
} else {
EmitSource("void processFragment(const in StateData state) {\n");
// Bring interpolators from vertex shader into temporary registers.
EmitSource(" vec4 r[64];\n");
for (int i = 0; i < kMaxInterpolators; ++i) {
EmitSource(" r[%d] = vtx.o[%d];\n", i, i);
}
}
// Previous Vector result (used as a scratch).
@@ -301,6 +294,22 @@ void main() {
EmitSource(" vec4 src1;\n");
EmitSource(" vec4 src2;\n");
// Temporary registers.
if (is_vertex_shader()) {
EmitSource(" vec4 r[64];\n");
} else {
// Bring interpolators from vertex shader into temporary registers.
EmitSource(" vec4 r[64];\n");
for (int i = 0; i < kMaxInterpolators; ++i) {
EmitSource(" r[%d] = vtx.o[%d];\n", i, i);
}
EmitSource(" if (state.ps_param_gen != -1) {\n");
EmitSource(" pv = vec4(gl_FragCoord.xy, gl_PointCoord.xy);\n");
EmitSource(" pv.x *= (gl_FrontFacing ? 1.0 : -1.0);\n");
EmitSource(" r[state.ps_param_gen] = pv;\n");
EmitSource(" }\n");
}
// Master loop and switch for flow control.
EmitSourceDepth("int pc = 0;\n");
EmitSourceDepth("while (pc != 0xFFFF) {\n");