GPU: Ensure all clip distances are initialized when used

This commit is contained in:
riperiperi 2024-09-26 16:42:44 +01:00
parent 050f22977f
commit ebadbbb4ee

View file

@ -190,7 +190,7 @@ namespace Ryujinx.Graphics.Shader.Translation
if (stage == ShaderStage.Vertex)
{
InitializePositionOutput(context);
InitializeVertexOutputs(context);
}
UInt128 usedAttributes = context.TranslatorContext.AttributeUsage.NextInputAttributesComponents;
@ -236,12 +236,20 @@ namespace Ryujinx.Graphics.Shader.Translation
}
}
private static void InitializePositionOutput(EmitterContext context)
private static void InitializeVertexOutputs(EmitterContext context)
{
for (int c = 0; c < 4; c++)
{
context.Store(StorageKind.Output, IoVariable.Position, null, Const(c), ConstF(c == 3 ? 1f : 0f));
}
if (context.Program.ClipDistancesWritten != 0)
{
for (int i = 0; i < 8; i++)
{
context.Store(StorageKind.Output, IoVariable.ClipDistance, null, Const(i), ConstF(0f));
}
}
}
private static void InitializeOutput(EmitterContext context, int location, bool perPatch)