Added gl_FrontFacing builtin for HLSL.

This commit is contained in:
bkaradzic 2013-10-01 22:07:40 -07:00
parent 2cf5c45224
commit a2466367ac
2 changed files with 35 additions and 7 deletions

Binary file not shown.

View file

@ -1671,32 +1671,60 @@ int main(int _argc, const char* _argv[])
if (fragment)
{
preprocessor.writef("#define void_main() \\\n");
preprocessor.writef("\tvoid main(vec4 gl_FragCoord : SV_POSITION \\\n");
bool hasFragCoord = NULL != strstr(data, "gl_FragCoord") || hlsl > 3;
bool hasFragDepth = NULL != strstr(data, "gl_FragDepth");
bool hasFrontFacing = NULL != strstr(data, "gl_FrontFacing");
preprocessor.writef("#define void_main()");
preprocessor.writef(" \\\n\tvoid main(");
uint32_t arg = 0;
if (hasFragCoord)
{
preprocessor.writef(" \\\n\tvec4 gl_FragCoord : SV_POSITION");
++arg;
}
for (InOut::const_iterator it = shaderInputs.begin(), itEnd = shaderInputs.end(); it != itEnd; ++it)
{
VaryingMap::const_iterator varyingIt = varyingMap.find(*it);
if (varyingIt != varyingMap.end() )
{
const Varying& var = varyingIt->second;
preprocessor.writef("\t, %s %s : %s \\\n", var.m_type.c_str(), var.m_name.c_str(), var.m_semantics.c_str() );
preprocessor.writef(" \\\n\t%s%s %s : %s", arg > 0 ? ", " : "", var.m_type.c_str(), var.m_name.c_str(), var.m_semantics.c_str() );
++arg;
}
}
preprocessor.writef(
", out vec4 gl_FragColor : SV_TARGET \\\n"
" \\\n\t, out vec4 gl_FragColor : SV_TARGET"
);
if (NULL != strstr(data, "gl_FragDepth") )
if (hasFragDepth)
{
preprocessor.writef(
", out float gl_FragDepth : SV_DEPTH \\\n"
" \\\n\t, out float gl_FragDepth : SV_DEPTH"
);
}
if (hasFrontFacing)
{
preprocessor.writef(
" \\\n\t, float __vface : VFACE"
);
}
preprocessor.writef(
")\n"
" \\\n\t)\n"
);
if (hasFrontFacing)
{
preprocessor.writef(
"#define gl_FrontFacing (__vface <= 0.0)\n"
);
}
}
else
{