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vkd3d-shader: Decorate integer fragment shader builtins as flat.
From the Vulkan spec, 8.13 "Interpolation Decorations": Fragment shader inputs that are signed or unsigned integers, integer vectors, or any double-precision floating-point type must be decorated with Flat. This also matches glslang behaviour. Specifically, this fixes tone-mapping in Unreal Engine 4 on RADV and AMDGPU-PRO, where gl_Layer is used as a fragment shader input. Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de> Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3489,6 +3489,10 @@ static uint32_t vkd3d_dxbc_compiler_emit_builtin_variable(struct vkd3d_dxbc_comp
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vkd3d_spirv_add_iface_variable(builder, id);
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vkd3d_dxbc_compiler_decorate_builtin(compiler, id, builtin->spirv_builtin);
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if (compiler->shader_type == VKD3D_SHADER_TYPE_PIXEL && storage_class == SpvStorageClassInput
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&& builtin->component_type != VKD3D_TYPE_FLOAT && builtin->component_type != VKD3D_TYPE_BOOL)
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vkd3d_spirv_build_op_decorate(builder, id, SpvDecorationFlat, NULL, 0);
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return id;
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}
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