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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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@ -369,7 +369,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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if (context.Definitions.Stage != ShaderStage.Vertex)
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{
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var perVertexInputStructType = CreatePerVertexStructType(context);
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int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.InputVertices : 32;
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int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.Definitions.InputTopology.ToInputVertices() : 32;
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var perVertexInputArrayType = context.TypeArray(perVertexInputStructType, context.Constant(context.TypeU32(), arraySize));
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var perVertexInputPointerType = context.TypePointer(StorageClass.Input, perVertexInputArrayType);
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var perVertexInputVariable = context.Variable(perVertexInputPointerType, StorageClass.Input);
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@ -506,7 +506,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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if (!isPerPatch && IoMap.IsPerVertex(ioVariable, context.Definitions.Stage, isOutput))
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{
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int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.InputVertices : 32;
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int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.Definitions.InputTopology.ToInputVertices() : 32;
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spvType = context.TypeArray(spvType, context.Constant(context.TypeU32(), arraySize));
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if (context.Definitions.GpPassthrough && context.HostCapabilities.SupportsGeometryShaderPassthrough)
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