shader_compiler: support const buffer indirect addressing in GLSL

This commit is contained in:
Liam 2022-04-01 17:08:40 -04:00
parent a45baa0e78
commit 7d5a38ea6c
4 changed files with 38 additions and 9 deletions

View file

@ -359,6 +359,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
header += "layout(location=0) uniform vec4 scaling;";
}
DefineConstantBuffers(bindings);
DefineConstantBufferIndirect();
DefineStorageBuffers(bindings);
SetupImages(bindings);
SetupTextures(bindings);
@ -436,6 +437,24 @@ void EmitContext::DefineConstantBuffers(Bindings& bindings) {
}
}
void EmitContext::DefineConstantBufferIndirect() {
if (!info.uses_cbuf_indirect) {
return;
}
header += profile.has_gl_cbuf_ftou_bug ? "uvec4 " : "vec4 ";
header += "GetCbufIndirect(uint binding, uint offset){"
"switch(binding){"
"default:";
for (const auto& desc : info.constant_buffer_descriptors) {
header +=
fmt::format("case {}:return {}_cbuf{}[offset];", desc.index, stage_name, desc.index);
}
header += "}}";
}
void EmitContext::DefineStorageBuffers(Bindings& bindings) {
if (info.storage_buffers_descriptors.empty()) {
return;