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shader: Implement front face
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a806b29cb9
commit
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5 changed files with 12 additions and 0 deletions
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@ -302,6 +302,9 @@ void EmitContext::DefineInputs(const Info& info) {
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base_vertex = DefineInput(*this, U32[1], spv::BuiltIn::BaseVertex);
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}
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}
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if (info.loads_front_face) {
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front_face = DefineInput(*this, U1, spv::BuiltIn::FrontFacing);
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}
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for (size_t index = 0; index < info.loads_generics.size(); ++index) {
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if (!info.loads_generics[index]) {
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continue;
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@ -94,6 +94,7 @@ public:
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Id vertex_id{};
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Id vertex_index{};
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Id base_vertex{};
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Id front_face{};
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Id input_position{};
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std::array<Id, 32> input_generics{};
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@ -156,6 +156,10 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr) {
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return ctx.OpISub(ctx.U32[1], ctx.OpLoad(ctx.U32[1], ctx.vertex_index),
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ctx.OpLoad(ctx.U32[1], ctx.base_vertex));
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}
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case IR::Attribute::FrontFace:
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return ctx.OpSelect(ctx.U32[1], ctx.OpLoad(ctx.U1, ctx.front_face),
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ctx.Constant(ctx.U32[1], std::numeric_limits<u32>::max()),
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ctx.u32_zero_value);
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default:
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throw NotImplementedException("Read attribute {}", attr);
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}
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@ -44,6 +44,9 @@ void GetAttribute(Info& info, IR::Attribute attribute) {
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case IR::Attribute::VertexId:
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info.loads_vertex_id = true;
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break;
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case IR::Attribute::FrontFace:
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info.loads_front_face = true;
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break;
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default:
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throw NotImplementedException("Get attribute {}", attribute);
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}
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@ -62,6 +62,7 @@ struct Info {
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bool loads_position{};
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bool loads_instance_id{};
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bool loads_vertex_id{};
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bool loads_front_face{};
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std::array<bool, 8> stores_frag_color{};
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bool stores_frag_depth{};
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