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