SPIR-V: Fix tessellation control shader output types (#3807)
* SPIR-V: Fix tessellation control shader output types * Shader cache version bump
This commit is contained in:
@ -262,6 +262,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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Instruction ioVariable, elemIndex;
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Instruction invocationId = null;
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if (Config.Stage == ShaderStage.TessellationControl && isOutAttr)
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{
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invocationId = Load(TypeS32(), Inputs[AttributeConsts.InvocationId]);
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}
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bool isUserAttr = attr >= AttributeConsts.UserAttributeBase && attr < AttributeConsts.UserAttributeEnd;
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if (isUserAttr &&
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@ -273,7 +280,17 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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elemIndex = Constant(TypeU32(), attrInfo.GetInnermostIndex());
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var vecIndex = Constant(TypeU32(), (attr - AttributeConsts.UserAttributeBase) >> 4);
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if (AttributeInfo.IsArrayAttributeSpirv(Config.Stage, isOutAttr))
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bool isArray = AttributeInfo.IsArrayAttributeSpirv(Config.Stage, isOutAttr);
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if (invocationId != null && isArray)
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{
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return AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, invocationId, index, vecIndex, elemIndex);
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}
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else if (invocationId != null)
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{
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return AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, invocationId, vecIndex, elemIndex);
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}
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else if (isArray)
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{
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return AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, index, vecIndex, elemIndex);
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}
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@ -308,12 +325,29 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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if ((type & (AggregateType.Array | AggregateType.Vector)) == 0)
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{
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return isIndexed ? AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, index) : ioVariable;
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if (invocationId != null)
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{
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return isIndexed
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? AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, invocationId, index)
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: AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, invocationId);
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}
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else
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{
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return isIndexed ? AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, index) : ioVariable;
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}
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}
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elemIndex = Constant(TypeU32(), attrInfo.GetInnermostIndex());
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if (isIndexed)
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if (invocationId != null && isIndexed)
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{
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return AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, invocationId, index, elemIndex);
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}
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else if (invocationId != null)
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{
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return AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, invocationId, elemIndex);
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}
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else if (isIndexed)
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{
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return AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, index, elemIndex);
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}
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@ -327,12 +361,29 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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var storageClass = isOutAttr ? StorageClass.Output : StorageClass.Input;
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Instruction invocationId = null;
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if (Config.Stage == ShaderStage.TessellationControl && isOutAttr)
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{
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invocationId = Load(TypeS32(), Inputs[AttributeConsts.InvocationId]);
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}
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elemType = AggregateType.FP32;
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var ioVariable = isOutAttr ? OutputsArray : InputsArray;
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var vecIndex = ShiftRightLogical(TypeS32(), attrIndex, Constant(TypeS32(), 2));
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var elemIndex = BitwiseAnd(TypeS32(), attrIndex, Constant(TypeS32(), 3));
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if (AttributeInfo.IsArrayAttributeSpirv(Config.Stage, isOutAttr))
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bool isArray = AttributeInfo.IsArrayAttributeSpirv(Config.Stage, isOutAttr);
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if (invocationId != null && isArray)
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{
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return AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, invocationId, index, vecIndex, elemIndex);
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}
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else if (invocationId != null)
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{
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return AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, invocationId, vecIndex, elemIndex);
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}
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else if (isArray)
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{
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return AccessChain(TypePointer(storageClass, GetType(elemType)), ioVariable, index, vecIndex, elemIndex);
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}
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