Add multiple color outputs for fragment shaders
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6e1a6c5b2b
commit
0fe651cc2f
2 changed files with 8 additions and 4 deletions
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@ -16,6 +16,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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public const int VertexIdAttr = 0x2fc;
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public const int FaceAttr = 0x3fc;
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public const int MaxFrameBufferAttachments = 8;
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public const int MaxUboSize = 1024;
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public const int GlPositionVec4Index = 7;
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@ -99,7 +100,10 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (ShaderType == GalShaderType.Fragment)
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{
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m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, false, 0, 4));
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for (int Index = 0; Index < MaxFrameBufferAttachments; Index++)
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{
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m_Gprs.Add(Index * 4, new ShaderDeclInfo(FragmentOutputName + Index, Index * 4, false, 0, 4));
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}
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}
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foreach (ShaderIrBlock Block in Blocks)
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@ -352,9 +352,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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Name = CustomType + " " + DeclInfo.Name + Suffix + ";";
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}
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else if (DeclInfo.Name == GlslDecl.FragmentOutputName)
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else if (DeclInfo.Name.Contains(GlslDecl.FragmentOutputName))
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{
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Name = "layout (location = 0) out vec4 " + DeclInfo.Name + Suffix + ";" + Environment.NewLine;
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Name = "layout (location = " + DeclInfo.Index / 4 + ") out vec4 " + DeclInfo.Name + Suffix + ";" + Environment.NewLine;
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}
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else
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{
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@ -876,7 +876,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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private string GetNameWithSwizzle(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, int Index)
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{
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int VecIndex = Index >> 2;
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int VecIndex = Index & ~3;
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if (Dict.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
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{
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