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Metal: Read gl_ViewIndex for multi-view subpasses

This is necessary to ensure the SpvCapabilityMultiView is included in
the SPIR-V, informing downstream transpilers, like Metal, that it should
enable multi-view capabilities in the generated Metal shader source.
This commit is contained in:
Stuart Carnie
2025-08-23 09:12:17 +10:00
parent 3defc856b0
commit 90c9134875

View File

@@ -834,6 +834,11 @@ vec3 screen_space_dither(vec2 frag_coord, float bit_alignment_diviser) {
void main() { void main() {
#ifdef SUBPASS #ifdef SUBPASS
// SUBPASS and USE_MULTIVIEW can be combined but in that case we're already reading from the correct layer // SUBPASS and USE_MULTIVIEW can be combined but in that case we're already reading from the correct layer
#ifdef USE_MULTIVIEW
// In order to ensure the `SpvCapabilityMultiView` is included in the SPIR-V capabilities, gl_ViewIndex must
// be read in the shader. Without this, transpilation to Metal fails to include the multi-view variant.
uint vi = ViewIndex;
#endif
vec4 color = subpassLoad(input_color); vec4 color = subpassLoad(input_color);
#elif defined(USE_MULTIVIEW) #elif defined(USE_MULTIVIEW)
vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f); vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f);