GLSL: Support pervertexNV in NV barycentric extension.

This commit is contained in:
Hans-Kristian Arntzen 2021-06-30 15:58:13 +02:00
parent c5b8022e61
commit 206ee8f171
5 changed files with 27 additions and 33 deletions

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@ -1,19 +1,13 @@
#version 450
#extension GL_NV_fragment_shader_barycentric : require
layout(binding = 0, std430) readonly buffer Vertices
{
vec2 uvs[];
} _19;
layout(location = 0) out vec2 value;
layout(location = 0) pervertexNV in vec2 vUV[3];
layout(location = 1) pervertexNV in vec2 vUV2[3];
void main()
{
int _23 = 3 * gl_PrimitiveID;
int _32 = _23 + 1;
int _39 = _23 + 2;
value = ((_19.uvs[_23] * gl_BaryCoordNV.x) + (_19.uvs[_32] * gl_BaryCoordNV.y)) + (_19.uvs[_39] * gl_BaryCoordNV.z);
value += (((_19.uvs[_23] * gl_BaryCoordNoPerspNV.x) + (_19.uvs[_32] * gl_BaryCoordNoPerspNV.y)) + (_19.uvs[_39] * gl_BaryCoordNoPerspNV.z));
value = ((vUV[0] * gl_BaryCoordNV.x) + (vUV[1] * gl_BaryCoordNV.y)) + (vUV[2] * gl_BaryCoordNV.z);
value += (((vUV2[0] * gl_BaryCoordNoPerspNV.x) + (vUV2[1] * gl_BaryCoordNoPerspNV.y)) + (vUV2[2] * gl_BaryCoordNoPerspNV.z));
}

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@ -1,6 +1,6 @@
#version 450
#extension GL_AMD_shader_fragment_mask : require
#extension GL_AMD_shader_explicit_vertex_parameter : require
#extension GL_AMD_shader_fragment_mask : require
layout(binding = 0) uniform sampler2DMS texture1;

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@ -1,20 +1,13 @@
#version 450
#extension GL_NV_fragment_shader_barycentric : require
layout(binding = 0, std430) readonly buffer Vertices
{
vec2 uvs[];
} _19;
layout(location = 0) out vec2 value;
layout(location = 0) pervertexNV in vec2 vUV[3];
layout(location = 1) pervertexNV in vec2 vUV2[3];
void main()
{
int prim = gl_PrimitiveID;
vec2 uv0 = _19.uvs[(3 * prim) + 0];
vec2 uv1 = _19.uvs[(3 * prim) + 1];
vec2 uv2 = _19.uvs[(3 * prim) + 2];
value = ((uv0 * gl_BaryCoordNV.x) + (uv1 * gl_BaryCoordNV.y)) + (uv2 * gl_BaryCoordNV.z);
value += (((uv0 * gl_BaryCoordNoPerspNV.x) + (uv1 * gl_BaryCoordNoPerspNV.y)) + (uv2 * gl_BaryCoordNoPerspNV.z));
value = ((vUV[0] * gl_BaryCoordNV.x) + (vUV[1] * gl_BaryCoordNV.y)) + (vUV[2] * gl_BaryCoordNV.z);
value += (((vUV2[0] * gl_BaryCoordNoPerspNV.x) + (vUV2[1] * gl_BaryCoordNoPerspNV.y)) + (vUV2[2] * gl_BaryCoordNoPerspNV.z));
}

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@ -2,17 +2,10 @@
#extension GL_NV_fragment_shader_barycentric : require
layout(location = 0) out vec2 value;
layout(set = 0, binding = 0) readonly buffer Vertices
{
vec2 uvs[];
};
layout(location = 0) pervertexNV in vec2 vUV[3];
layout(location = 1) pervertexNV in vec2 vUV2[3];
void main () {
int prim = gl_PrimitiveID;
vec2 uv0 = uvs[3 * prim + 0];
vec2 uv1 = uvs[3 * prim + 1];
vec2 uv2 = uvs[3 * prim + 2];
value = gl_BaryCoordNV.x * uv0 + gl_BaryCoordNV.y * uv1 + gl_BaryCoordNV.z * uv2;
value += gl_BaryCoordNoPerspNV.x * uv0 + gl_BaryCoordNoPerspNV.y * uv1 + gl_BaryCoordNoPerspNV.z * uv2;
value = gl_BaryCoordNV.x * vUV[0] + gl_BaryCoordNV.y * vUV[1] + gl_BaryCoordNV.z * vUV[2];
value += gl_BaryCoordNoPerspNV.x * vUV2[0] + gl_BaryCoordNoPerspNV.y * vUV2[1] + gl_BaryCoordNoPerspNV.z * vUV2[2];
}

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@ -1136,8 +1136,22 @@ string CompilerGLSL::to_interpolation_qualifiers(const Bitset &flags)
res += "sample ";
if (flags.get(DecorationInvariant))
res += "invariant ";
if (flags.get(DecorationExplicitInterpAMD))
{
require_extension_internal("GL_AMD_shader_explicit_vertex_parameter");
res += "__explicitInterpAMD ";
}
if (flags.get(DecorationPerVertexNV))
{
if (options.es && options.version < 320)
SPIRV_CROSS_THROW("pervertexNV requires ESSL 320.");
else if (!options.es && options.version < 450)
SPIRV_CROSS_THROW("pervertexNV requires GLSL 450.");
require_extension_internal("GL_NV_fragment_shader_barycentric");
res += "pervertexNV ";
}
return res;
}