Add multiple color outputs for fragment shaders

This commit is contained in:
ReinUsesLisp 2018-08-05 18:01:15 -03:00
parent 6e1a6c5b2b
commit 0fe651cc2f
2 changed files with 8 additions and 4 deletions

View file

@ -16,6 +16,7 @@ namespace Ryujinx.Graphics.Gal.Shader
public const int VertexIdAttr = 0x2fc;
public const int FaceAttr = 0x3fc;
public const int MaxFrameBufferAttachments = 8;
public const int MaxUboSize = 1024;
public const int GlPositionVec4Index = 7;
@ -99,7 +100,10 @@ namespace Ryujinx.Graphics.Gal.Shader
if (ShaderType == GalShaderType.Fragment)
{
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, false, 0, 4));
for (int Index = 0; Index < MaxFrameBufferAttachments; Index++)
{
m_Gprs.Add(Index * 4, new ShaderDeclInfo(FragmentOutputName + Index, Index * 4, false, 0, 4));
}
}
foreach (ShaderIrBlock Block in Blocks)

View file

@ -352,9 +352,9 @@ namespace Ryujinx.Graphics.Gal.Shader
{
Name = CustomType + " " + DeclInfo.Name + Suffix + ";";
}
else if (DeclInfo.Name == GlslDecl.FragmentOutputName)
else if (DeclInfo.Name.Contains(GlslDecl.FragmentOutputName))
{
Name = "layout (location = 0) out vec4 " + DeclInfo.Name + Suffix + ";" + Environment.NewLine;
Name = "layout (location = " + DeclInfo.Index / 4 + ") out vec4 " + DeclInfo.Name + Suffix + ";" + Environment.NewLine;
}
else
{
@ -876,7 +876,7 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetNameWithSwizzle(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, int Index)
{
int VecIndex = Index >> 2;
int VecIndex = Index & ~3;
if (Dict.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
{