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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gdkchan 2023-08-29 21:10:34 -03:00 committed by GitHub
parent 93d78f9ac4
commit f09bba82b9
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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
public ReadOnlyCollection<TextureDescriptor> Textures { get; }
public ReadOnlyCollection<TextureDescriptor> Images { get; }
public ShaderIdentification Identification { get; }
public int GpLayerInputAttribute { get; }
public ShaderStage Stage { get; }
public int GeometryVerticesPerPrimitive { get; }
public int GeometryMaxOutputVertices { get; }
public int ThreadsPerInputPrimitive { get; }
public bool UsesFragCoord { get; }
public bool UsesInstanceId { get; }
public bool UsesDrawParameters { get; }
@ -25,9 +26,10 @@ namespace Ryujinx.Graphics.Shader
BufferDescriptor[] sBuffers,
TextureDescriptor[] textures,
TextureDescriptor[] images,
ShaderIdentification identification,
int gpLayerInputAttribute,
ShaderStage stage,
int geometryVerticesPerPrimitive,
int geometryMaxOutputVertices,
int threadsPerInputPrimitive,
bool usesFragCoord,
bool usesInstanceId,
bool usesDrawParameters,
@ -40,9 +42,10 @@ namespace Ryujinx.Graphics.Shader
Textures = Array.AsReadOnly(textures);
Images = Array.AsReadOnly(images);
Identification = identification;
GpLayerInputAttribute = gpLayerInputAttribute;
Stage = stage;
GeometryVerticesPerPrimitive = geometryVerticesPerPrimitive;
GeometryMaxOutputVertices = geometryMaxOutputVertices;
ThreadsPerInputPrimitive = threadsPerInputPrimitive;
UsesFragCoord = usesFragCoord;
UsesInstanceId = usesInstanceId;
UsesDrawParameters = usesDrawParameters;