gl_graphics_pipeline: Add downscale factor to shader uniforms
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parent
b1504f3118
commit
b83c3e7182
4 changed files with 19 additions and 5 deletions
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@ -211,8 +211,7 @@ void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
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}
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void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
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UNIMPLEMENTED();
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ctx.Add("MOV.F {}.x,1;", inst);
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ctx.Add("MOV.F {}.x,program.env[0].x;", inst);
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}
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void EmitUndefU1(EmitContext& ctx, IR::Inst& inst) {
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@ -393,6 +393,9 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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DefineGenericOutput(index, program.invocations);
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}
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}
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if (info.uses_rescaling_uniform) {
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header += "layout(location=0) uniform float down_factor;";
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}
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DefineConstantBuffers(bindings);
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DefineStorageBuffers(bindings);
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SetupImages(bindings);
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@ -446,8 +446,7 @@ void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
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}
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void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
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UNIMPLEMENTED();
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ctx.AddF32("{}=1.0f;", inst);
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ctx.AddF32("{}=down_factor;", inst);
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}
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void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, std::string_view word_offset) {
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