Don't apply PassthroughNV decorations to output geometry shader variables
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1 changed files with 10 additions and 10 deletions
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@ -356,6 +356,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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context.AddGlobalVariable(perVertexInputVariable);
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context.Inputs.Add(new IoDefinition(StorageKind.Input, IoVariable.Position), perVertexInputVariable);
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if (context.Definitions.Stage == ShaderStage.Geometry &&
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context.Definitions.GpPassthrough &&
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context.HostCapabilities.SupportsGeometryShaderPassthrough)
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{
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context.MemberDecorate(perVertexInputStructType, 0, Decoration.PassthroughNV);
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context.MemberDecorate(perVertexInputStructType, 1, Decoration.PassthroughNV);
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context.MemberDecorate(perVertexInputStructType, 2, Decoration.PassthroughNV);
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context.MemberDecorate(perVertexInputStructType, 3, Decoration.PassthroughNV);
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}
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}
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var perVertexOutputStructType = CreatePerVertexStructType(context);
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@ -422,16 +432,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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context.MemberDecorate(perVertexStructType, 2, Decoration.BuiltIn, (LiteralInteger)BuiltIn.ClipDistance);
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context.MemberDecorate(perVertexStructType, 3, Decoration.BuiltIn, (LiteralInteger)BuiltIn.CullDistance);
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if (context.Definitions.Stage == ShaderStage.Geometry &&
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context.Definitions.GpPassthrough &&
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context.HostCapabilities.SupportsGeometryShaderPassthrough)
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{
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context.MemberDecorate(perVertexStructType, 0, Decoration.PassthroughNV);
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context.MemberDecorate(perVertexStructType, 1, Decoration.PassthroughNV);
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context.MemberDecorate(perVertexStructType, 2, Decoration.PassthroughNV);
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context.MemberDecorate(perVertexStructType, 3, Decoration.PassthroughNV);
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}
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return perVertexStructType;
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}
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