shader: Fix disabled and unwritten attributes and varyings

This commit is contained in:
ReinUsesLisp 2021-06-26 01:14:06 -03:00 committed by ameerj
parent 65daec8b75
commit 5643a909bc
3 changed files with 31 additions and 18 deletions

View file

@ -179,8 +179,12 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
const char swizzle{"xyzw"[element]}; const char swizzle{"xyzw"[element]};
if (IR::IsGeneric(attr)) { if (IR::IsGeneric(attr)) {
const u32 index{IR::GenericAttributeIndex(attr)}; const u32 index{IR::GenericAttributeIndex(attr)};
if (!ctx.runtime_info.previous_stage_stores.Generic(index)) { if (!ctx.runtime_info.previous_stage_stores.Generic(index, element)) {
ctx.AddF32("{}=0.f;", inst, attr); if (element == 3) {
ctx.AddF32("{}=1.f;", inst, attr);
} else {
ctx.AddF32("{}=0.f;", inst, attr);
}
return; return;
} }
ctx.AddF32("{}=in_attr{}{}.{};", inst, index, InputVertexIndex(ctx, vertex), swizzle); ctx.AddF32("{}=in_attr{}{}.{};", inst, index, InputVertexIndex(ctx, vertex), swizzle);

View file

@ -298,10 +298,14 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex) {
if (IR::IsGeneric(attr)) { if (IR::IsGeneric(attr)) {
const u32 index{IR::GenericAttributeIndex(attr)}; const u32 index{IR::GenericAttributeIndex(attr)};
const std::optional<AttrInfo> type{AttrTypes(ctx, index)}; const std::optional<AttrInfo> type{AttrTypes(ctx, index)};
if (!type || !ctx.runtime_info.previous_stage_stores.Generic(index)) { if (!type) {
// Attribute is disabled // Attribute is disabled
return ctx.Const(0.0f); return ctx.Const(0.0f);
} }
if (!ctx.runtime_info.previous_stage_stores.Generic(index, element)) {
// Varying component is not written
return ctx.Const(type && element == 3 ? 1.0f : 0.0f);
}
const Id generic_id{ctx.input_generics.at(index)}; const Id generic_id{ctx.input_generics.at(index)};
const Id pointer{AttrPointer(ctx, type->pointer, vertex, generic_id, ctx.Const(element))}; const Id pointer{AttrPointer(ctx, type->pointer, vertex, generic_id, ctx.Const(element))};
const Id value{ctx.OpLoad(type->id, pointer)}; const Id value{ctx.OpLoad(type->id, pointer)};

View file

@ -140,6 +140,26 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
} }
AddTelemetryFields(); AddTelemetryFields();
InitOpenGLObjects(); InitOpenGLObjects();
// Initialize default attributes to match hardware's disabled attributes
GLint max_attribs{};
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &max_attribs);
for (GLint attrib = 0; attrib < max_attribs; ++attrib) {
glVertexAttrib4f(attrib, 0.0f, 0.0f, 0.0f, 0.0f);
}
// Enable seamless cubemaps when per texture parameters are not available
if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
// Enable unified vertex attributes and query vertex buffer address when the driver supports it
if (device.HasVertexBufferUnifiedMemory()) {
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
&vertex_buffer_address);
}
} }
RendererOpenGL::~RendererOpenGL() = default; RendererOpenGL::~RendererOpenGL() = default;
@ -256,21 +276,6 @@ void RendererOpenGL::InitOpenGLObjects() {
// Clear screen to black // Clear screen to black
LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture); LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
// Enable seamless cubemaps when per texture parameters are not available
if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
// Enable unified vertex attributes and query vertex buffer address when the driver supports it
if (device.HasVertexBufferUnifiedMemory()) {
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
&vertex_buffer_address);
}
} }
void RendererOpenGL::AddTelemetryFields() { void RendererOpenGL::AddTelemetryFields() {