Private->Function variables, fragment output, geometry shader tweaks.

This commit is contained in:
Ben Vanik
2016-02-20 20:44:11 -08:00
parent 1e87d1fa7f
commit ff373a83a4
18 changed files with 60 additions and 47 deletions

View File

@@ -54,8 +54,6 @@ class SpirvShaderTranslator : public ShaderTranslator {
void ProcessAluInstruction(const ParsedAluInstruction& instr) override;
private:
void SetupPushConstants();
void ProcessVectorAluInstruction(const ParsedAluInstruction& instr);
void ProcessScalarAluInstruction(const ParsedAluInstruction& instr);
@@ -80,22 +78,23 @@ class SpirvShaderTranslator : public ShaderTranslator {
std::unique_ptr<spv::Builder> builder_;
spv::Id glsl_std_450_instruction_set_ = 0;
// Types
// Types.
spv::Id float_type_ = 0, bool_type_ = 0;
spv::Id vec2_float_type_ = 0, vec3_float_type_ = 0, vec4_float_type_ = 0;
spv::Id vec4_uint_type_ = 0;
spv::Id vec4_bool_type_ = 0;
// Constants
// Constants.
spv::Id vec4_float_zero_ = 0, vec4_float_one_ = 0;
// Array of AMD registers
// Array of AMD registers.
// These values are all pointers.
spv::Id registers_ptr_ = 0, registers_type_ = 0;
spv::Id consts_ = 0, a0_ = 0, aL_ = 0, p0_ = 0;
spv::Id ps_ = 0, pv_ = 0; // IDs of previous results
spv::Id pos_ = 0;
spv::Id interpolators_ = 0;
spv::Id frag_outputs_ = 0;
// Map of {binding -> {offset -> spv input}}
std::map<uint32_t, std::map<uint32_t, spv::Id>> vertex_binding_map_;