shader: keep fragment layer values under lane masks

Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
This commit is contained in:
nmzik
2026-09-05 11:43:49 +04:00
parent 2ec0e9e8f3
commit b96a30ed88
16 changed files with 458 additions and 25 deletions
@@ -1137,9 +1137,13 @@ IR::Program TranslateProgram(const Decoder::Program& decoded, const CFG::Graph&
builtin(IR::StageInputKind::FragCoord, 3));
}
if (ps->ps_front_face) {
entry_ir.SetVectorReg(static_cast<IR::VectorReg>(reg),
entry_ir.SetVectorReg(static_cast<IR::VectorReg>(reg++),
builtin(IR::StageInputKind::FrontFacing));
}
if (ps->ps_ancillary) {
entry_ir.SetVectorReg(static_cast<IR::VectorReg>(reg),
builtin(IR::StageInputKind::PackedAncillary));
}
} else if (options.stage == ShaderType::Vertex) {
entry_ir.SetVectorReg(static_cast<IR::VectorReg>(5),
builtin(IR::StageInputKind::VertexIndex));