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
This commit is contained in:
gdkchan 2023-08-29 21:10:34 -03:00 committed by GitHub
parent 93d78f9ac4
commit f09bba82b9
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GPG key ID: 4AEE18F83AFDEB23
65 changed files with 3912 additions and 593 deletions

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@ -239,9 +239,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
_ => throw new InvalidOperationException($"Invalid output topology \"{context.Definitions.OutputTopology}\"."),
});
int maxOutputVertices = context.Definitions.GpPassthrough ? context.InputVertices : context.Definitions.MaxOutputVertices;
context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)maxOutputVertices);
context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)context.Definitions.MaxOutputVertices);
}
else if (context.Definitions.Stage == ShaderStage.Fragment)
{
@ -279,6 +277,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
localSizeZ);
}
if (context.Definitions.Stage != ShaderStage.Fragment &&
context.Definitions.Stage != ShaderStage.Geometry &&
context.Definitions.Stage != ShaderStage.Compute &&
context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Output, IoVariable.Layer)))
{
context.AddCapability(Capability.ShaderLayer);
}
if (context.Definitions.TransformFeedbackEnabled && context.Definitions.LastInVertexPipeline)
{
context.AddExecutionMode(spvFunc, ExecutionMode.Xfb);