shader: add viewport-index exports and indexed raster state

Co-authored-by: Ettore Sartori <85788613+Ekt0re@users.noreply.github.com>
This commit is contained in:
nmzik
2026-09-06 10:16:38 +04:00
parent dcaf4205cb
commit f9f8e12c35
11 changed files with 140 additions and 84 deletions
@@ -338,15 +338,24 @@ void EmitAuxPositionExport(ValueEmitContext& ctx, uint32_t data, const IR::Expor
}
const auto output = IR::DecodePositionExportComponent(
state.input_info.vertex->pa_cl_vs_out_cntl, exp.index, component);
if (output.layer) {
const auto raw = ExportRawComponent(ctx, data, component);
const auto layer = state.builder.AllocateId();
state.builder.AddFunction({OpBitwiseAnd, TypeU32(state), layer, raw,
ConstantU32(state, 0x7ffu)});
const auto pointer = state.stage == ShaderType::Mesh
? MeshOutputPointer(state, IR::StageOutputKind::Layer)
: state.layer_variable;
state.builder.AddFunction({OpStore, pointer, layer});
if (output.layer || output.viewport) {
const auto raw = ExportRawComponent(ctx, data, component);
if (output.layer) {
const auto layer = state.builder.AllocateId();
state.builder.AddFunction({OpBitwiseAnd, TypeU32(state), layer, raw,
ConstantU32(state, 0x7ffu)});
const auto pointer = state.stage == ShaderType::Mesh
? MeshOutputPointer(state, IR::StageOutputKind::Layer)
: state.layer_variable;
state.builder.AddFunction({OpStore, pointer, layer});
}
if (output.viewport) {
// GFX10 MISC.z packs the viewport index in bits 16..19 alongside the layer.
const auto viewport = state.builder.AllocateId();
state.builder.AddFunction({OpBitFieldUExtract, TypeU32(state), viewport, raw,
ConstantU32(state, 16), ConstantU32(state, 4)});
state.builder.AddFunction({OpStore, state.viewport_index_variable, viewport});
}
continue;
}
if (!output.point_size && output.clip_distance == UINT32_MAX &&