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Explicit GLSL "position" attribute location (#199)

ReinUsesLisp 7 лет назад
Родитель
Сommit
edfd4bc860

+ 2 - 0
Ryujinx.Graphics/Gal/Shader/GlslDecl.cs

@@ -15,6 +15,8 @@ namespace Ryujinx.Graphics.Gal.Shader
 
         public const int GlPositionVec4Index = 7;
 
+        public const int PositionOutAttrLocation = 15;
+
         private const int AttrStartIndex = 8;
         private const int TexStartIndex = 8;
 

+ 2 - 2
Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs

@@ -208,7 +208,7 @@ namespace Ryujinx.Graphics.Gal.Shader
         {
             if (Decl.ShaderType == GalShaderType.Fragment)
             {
-                SB.AppendLine("in vec4 " + GlslDecl.PositionOutAttrName + ";");
+                SB.AppendLine("layout (location = " + GlslDecl.PositionOutAttrLocation + ") in vec4 " + GlslDecl.PositionOutAttrName + ";");
             }
 
             PrintDeclAttributes(Decl.InAttributes.Values, "in");
@@ -218,7 +218,7 @@ namespace Ryujinx.Graphics.Gal.Shader
         {
             if (Decl.ShaderType == GalShaderType.Vertex)
             {
-                SB.AppendLine("out vec4 " + GlslDecl.PositionOutAttrName + ";");
+                SB.AppendLine("layout (location = " + GlslDecl.PositionOutAttrLocation + ") out vec4 " + GlslDecl.PositionOutAttrName + ";");
             }
 
             PrintDeclAttributes(Decl.OutAttributes.Values, "out");