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ShaderGen: Don't use interface blocks on Vulkan without GS

Doing so causes the Adreno driver to choke and spew errors about
too many output locations/components, when clearly we're under
the limit.
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stenzek committed Jan 23, 2019
1 parent 68cb241 commit 1d61041985ddfea3662855a89dcc930515a41c0c
@@ -587,8 +587,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
if (uid_data->per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");

// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, host_config,
@@ -601,20 +600,26 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
}
else
{
out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s in float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
out.Write("VARYING_LOCATION(%u) %s in float3 tex%d;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
}

@@ -103,7 +103,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
if (per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");

if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
@@ -116,18 +116,26 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
}
else
{
out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
for (u32 i = 0; i < numTexgen; ++i)
out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s in float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (unsigned int i = 0; i < numTexgen; ++i)
{
out.Write("VARYING_LOCATION(%u) %s in float3 tex%d;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
}
}
@@ -63,8 +63,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
for (int i = 0; i < 8; ++i)
out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i);

// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
@@ -74,18 +73,28 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
else
{
// Let's set up attributes
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (u32 i = 0; i < numTexgen; ++i)
out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);

{
out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
{
out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
if (per_pixel_lighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
}

out.Write("void main()\n{\n");
@@ -276,7 +285,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,

if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
AssignVSOutputMembers(out, "vs", "o", numTexgen, host_config);
}
@@ -128,8 +128,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
}
}

// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
@@ -139,22 +138,26 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
else
{
// Let's set up attributes
for (u32 i = 0; i < 8; ++i)
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (u32 i = 0; i < uid_data->numTexGens; ++i)
{
if (i < uid_data->numTexGens)
{
out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
}
out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
}

out.Write("void main()\n{\n");
@@ -492,7 +495,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho

if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, host_config);
}

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