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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namespace Ryujinx.Graphics.Shader.Translation
{
readonly struct IoUsage
{
private readonly FeatureFlags _usedFeatures;
public readonly bool UsesRtLayer => _usedFeatures.HasFlag(FeatureFlags.RtLayer);
public readonly bool UsesViewportIndex => _usedFeatures.HasFlag(FeatureFlags.ViewportIndex);
public readonly bool UsesViewportMask => _usedFeatures.HasFlag(FeatureFlags.ViewportMask);
public readonly byte ClipDistancesWritten { get; }
public readonly int UserDefinedMap { get; }
public IoUsage(FeatureFlags usedFeatures, byte clipDistancesWritten, int userDefinedMap)
{
_usedFeatures = usedFeatures;
ClipDistancesWritten = clipDistancesWritten;
UserDefinedMap = userDefinedMap;
}
public readonly IoUsage Combine(IoUsage other)
{
return new IoUsage(
_usedFeatures | other._usedFeatures,
(byte)(ClipDistancesWritten | other.ClipDistancesWritten),
UserDefinedMap | other.UserDefinedMap);
}
}
}