glsl: Update TessellationControl gl_in
Adheres to GL_ARB_separate_shader_objects requirements
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e1ed218b41
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79d2684261
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@ -257,6 +257,32 @@ void SetupOutPerVertex(EmitContext& ctx, std::string& header) {
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}
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}
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}
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}
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void SetupInPerVertex(EmitContext& ctx, std::string& header) {
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// Currently only required for TessellationControl to adhere to
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// ARB_separate_shader_objects requirements
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if (ctx.stage != Stage::TessellationControl) {
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return;
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}
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const bool loads_position{ctx.info.loads.AnyComponent(IR::Attribute::PositionX)};
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const bool loads_point_size{ctx.info.loads[IR::Attribute::PointSize]};
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const bool loads_clip_distance{ctx.info.loads.ClipDistances()};
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const bool loads_per_vertex{loads_position || loads_point_size || loads_clip_distance};
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if (!loads_per_vertex) {
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return;
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}
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header += "in gl_PerVertex{";
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if (loads_position) {
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header += "vec4 gl_Position;";
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}
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if (loads_point_size) {
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header += "float gl_PointSize;";
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}
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if (loads_clip_distance) {
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header += "float gl_ClipDistance[];";
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}
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header += "}gl_in[gl_MaxPatchVertices];";
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}
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void SetupLegacyInPerFragment(EmitContext& ctx, std::string& header) {
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void SetupLegacyInPerFragment(EmitContext& ctx, std::string& header) {
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if (!ctx.info.loads.Legacy()) {
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if (!ctx.info.loads.Legacy()) {
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return;
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return;
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@ -334,6 +360,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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break;
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break;
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}
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}
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SetupOutPerVertex(*this, header);
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SetupOutPerVertex(*this, header);
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SetupInPerVertex(*this, header);
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SetupLegacyInPerFragment(*this, header);
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SetupLegacyInPerFragment(*this, header);
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for (size_t index = 0; index < IR::NUM_GENERICS; ++index) {
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for (size_t index = 0; index < IR::NUM_GENERICS; ++index) {
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@ -375,6 +402,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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}
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}
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void EmitContext::SetupExtensions() {
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void EmitContext::SetupExtensions() {
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header += "#extension GL_ARB_separate_shader_objects : enable\n";
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if (info.uses_shadow_lod && profile.support_gl_texture_shadow_lod) {
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if (info.uses_shadow_lod && profile.support_gl_texture_shadow_lod) {
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header += "#extension GL_EXT_texture_shadow_lod : enable\n";
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header += "#extension GL_EXT_texture_shadow_lod : enable\n";
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}
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}
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