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Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.
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2 changed files with 11 additions and 1 deletions
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@ -75,6 +75,10 @@ union Attribute {
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enum class Index : u64 {
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Position = 7,
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Attribute_0 = 8,
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// This attribute contains a tuple of (~, ~, InstanceId, VertexId) when inside a vertex
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// shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval
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// shader.
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TessCoordInstanceIDVertexID = 47,
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};
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union {
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@ -299,7 +299,7 @@ public:
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* are stored as floats, so this may require conversion.
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* @param reg The destination register to use.
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* @param elem The element to use for the operation.
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* @param attribute The input attibute to use as the source value.
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* @param attribute The input attribute to use as the source value.
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*/
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void SetRegisterToInputAttibute(const Register& reg, u64 elem, Attribute::Index attribute) {
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std::string dest = GetRegisterAsFloat(reg);
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@ -451,6 +451,12 @@ private:
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switch (attribute) {
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case Attribute::Index::Position:
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return "position";
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case Attribute::Index::TessCoordInstanceIDVertexID:
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// TODO(Subv): Find out what the values are for the first two elements when inside a
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// vertex shader, and what's the value of the fourth element when inside a Tess Eval
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// shader.
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ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
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return "vec4(0, 0, gl_InstanceID, gl_VertexID)";
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default:
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const u32 index{static_cast<u32>(attribute) -
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static_cast<u32>(Attribute::Index::Attribute_0)};
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