GPUShader: Add support for gpu_BaryCoord and fallback
This adds the possibility to use the `gpu_BaryCoord[NoPersp]` builtin to support barycentric coordinates without geometry shader. The `BuiltinBits::LAYER` builtin needs to be manually added to the `GPUShaderCreateInfo` in order to use this feature. Note: This is only available for shaders using `GPUShaderCreateInfo`. A geometry shader fallback is generated if the extension `AMD_shader_explicit_vertex_parameter` is not available. `NV_fragment_shader_barycentric` was not considered because it is not present inside the `glew.h` with use and seems to only be available with vulkan.
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@@ -249,6 +249,7 @@ static void detect_workarounds()
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GLContext::fixed_restart_index_support = false;
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GLContext::geometry_shader_invocations = false;
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GLContext::layered_rendering_support = false;
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GLContext::native_barycentric_support = false;
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GLContext::multi_bind_support = false;
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GLContext::multi_draw_indirect_support = false;
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GLContext::shader_draw_parameters_support = false;
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@@ -447,6 +448,7 @@ bool GLContext::explicit_location_support = false;
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bool GLContext::geometry_shader_invocations = false;
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bool GLContext::fixed_restart_index_support = false;
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bool GLContext::layered_rendering_support = false;
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bool GLContext::native_barycentric_support = false;
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bool GLContext::multi_bind_support = false;
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bool GLContext::multi_draw_indirect_support = false;
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bool GLContext::shader_draw_parameters_support = false;
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@@ -508,6 +510,7 @@ void GLBackend::capabilities_init()
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GLContext::geometry_shader_invocations = GLEW_ARB_gpu_shader5;
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GLContext::fixed_restart_index_support = GLEW_ARB_ES3_compatibility;
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GLContext::layered_rendering_support = GLEW_AMD_vertex_shader_layer;
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GLContext::native_barycentric_support = GLEW_AMD_shader_explicit_vertex_parameter;
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GLContext::multi_bind_support = GLEW_ARB_multi_bind;
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GLContext::multi_draw_indirect_support = GLEW_ARB_multi_draw_indirect;
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GLContext::shader_draw_parameters_support = GLEW_ARB_shader_draw_parameters;
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