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Initial vertex IO fixes
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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parent
790c8be91b
commit
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1 changed files with 12 additions and 5 deletions
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@ -1360,13 +1360,15 @@ void ShaderRecompiler::recompile(const uint8_t* shaderData, const std::string_vi
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out += "#if __air__\n";
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out += "struct StageIn\n";
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out += "{\n";
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if (isPixelShader) {
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out += "struct StageIn\n";
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out += "{\n";
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for (auto& [usage, usageIndex] : INTERPOLATORS)
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println("\tfloat4 i{}{};", USAGE_VARIABLES[uint32_t(usage)], usageIndex);
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for (auto& [usage, usageIndex] : INTERPOLATORS)
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println("\tfloat4 i{}{};", USAGE_VARIABLES[uint32_t(usage)], usageIndex);
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out += "};\n";
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out += "};\n";
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}
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if (isPixelShader)
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out += "[[fragment]]\n";
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@ -1479,8 +1481,13 @@ void ShaderRecompiler::recompile(const uint8_t* shaderData, const std::string_vi
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#ifdef UNLEASHED_RECOMP
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if (hasIndexCount)
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{
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out += "#ifdef __air__\n";
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out += "\tuint iVertexId [[vertex_id]],\n";
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out += "\tuint iInstanceId [[instance_id]],\n";
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out += "#else\n";
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out += "\tin uint iVertexId : SV_VertexID,\n";
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out += "\tin uint iInstanceId : SV_InstanceID,\n";
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out += "#endif\n";
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}
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#endif
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