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Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator * Implement gl_ViewportMask[] * Add back the Intel FrontFacing bug workaround * Fix GLSL transform feedback outputs mistmatch with fragment stage * Shader cache version bump * Fix geometry shader recognition * PR feedback * Delete GetOperandDef and GetOperandUse * Remove replacements that are no longer needed on GLSL compilation on Vulkan * Fix incorrect load for per-patch outputs * Fix build
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56 changed files with 1967 additions and 1746 deletions
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@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.OpenGL
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private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
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private static readonly Lazy<bool> _supportsShaderBallot = new Lazy<bool>(() => HasExtension("GL_ARB_shader_ballot"));
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private static readonly Lazy<bool> _supportsShaderViewportLayerArray = new Lazy<bool>(() => HasExtension("GL_ARB_shader_viewport_layer_array"));
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private static readonly Lazy<bool> _supportsViewportArray2 = new Lazy<bool>(() => HasExtension("GL_NV_viewport_array2"));
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private static readonly Lazy<bool> _supportsTextureCompressionBptc = new Lazy<bool>(() => HasExtension("GL_EXT_texture_compression_bptc"));
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private static readonly Lazy<bool> _supportsTextureCompressionRgtc = new Lazy<bool>(() => HasExtension("GL_EXT_texture_compression_rgtc"));
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private static readonly Lazy<bool> _supportsTextureCompressionS3tc = new Lazy<bool>(() => HasExtension("GL_EXT_texture_compression_s3tc"));
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@ -65,6 +66,7 @@ namespace Ryujinx.Graphics.OpenGL
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public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
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public static bool SupportsShaderBallot => _supportsShaderBallot.Value;
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public static bool SupportsShaderViewportLayerArray => _supportsShaderViewportLayerArray.Value;
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public static bool SupportsViewportArray2 => _supportsViewportArray2.Value;
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public static bool SupportsTextureCompressionBptc => _supportsTextureCompressionBptc.Value;
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public static bool SupportsTextureCompressionRgtc => _supportsTextureCompressionRgtc.Value;
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public static bool SupportsTextureCompressionS3tc => _supportsTextureCompressionS3tc.Value;
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@ -136,7 +136,8 @@ namespace Ryujinx.Graphics.OpenGL
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supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
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supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
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supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
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supportsViewportIndex: HwCapabilities.SupportsShaderViewportLayerArray,
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supportsViewportIndexVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
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supportsViewportMask: HwCapabilities.SupportsViewportArray2,
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supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
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supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
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maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
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