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Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
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65 changed files with 3912 additions and 593 deletions
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@ -10,9 +10,10 @@ namespace Ryujinx.Graphics.Shader
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public ReadOnlyCollection<TextureDescriptor> Textures { get; }
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public ReadOnlyCollection<TextureDescriptor> Images { get; }
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public ShaderIdentification Identification { get; }
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public int GpLayerInputAttribute { get; }
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public ShaderStage Stage { get; }
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public int GeometryVerticesPerPrimitive { get; }
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public int GeometryMaxOutputVertices { get; }
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public int ThreadsPerInputPrimitive { get; }
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public bool UsesFragCoord { get; }
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public bool UsesInstanceId { get; }
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public bool UsesDrawParameters { get; }
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@ -25,9 +26,10 @@ namespace Ryujinx.Graphics.Shader
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BufferDescriptor[] sBuffers,
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TextureDescriptor[] textures,
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TextureDescriptor[] images,
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ShaderIdentification identification,
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int gpLayerInputAttribute,
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ShaderStage stage,
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int geometryVerticesPerPrimitive,
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int geometryMaxOutputVertices,
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int threadsPerInputPrimitive,
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bool usesFragCoord,
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bool usesInstanceId,
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bool usesDrawParameters,
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@ -40,9 +42,10 @@ namespace Ryujinx.Graphics.Shader
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Textures = Array.AsReadOnly(textures);
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Images = Array.AsReadOnly(images);
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Identification = identification;
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GpLayerInputAttribute = gpLayerInputAttribute;
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Stage = stage;
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GeometryVerticesPerPrimitive = geometryVerticesPerPrimitive;
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GeometryMaxOutputVertices = geometryMaxOutputVertices;
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ThreadsPerInputPrimitive = threadsPerInputPrimitive;
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UsesFragCoord = usesFragCoord;
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UsesInstanceId = usesInstanceId;
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UsesDrawParameters = usesDrawParameters;
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