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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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@@ -76,10 +76,6 @@ namespace Ryujinx.Graphics.Vulkan
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private unsafe static byte[] GlslToSpirv(string glsl, ShaderStage stage)
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{
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// TODO: We should generate the correct code on the shader translator instead of doing this compensation.
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glsl = glsl.Replace("gl_VertexID", "(gl_VertexIndex - gl_BaseVertex)");
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glsl = glsl.Replace("gl_InstanceID", "(gl_InstanceIndex - gl_BaseInstance)");
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Options options;
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lock (_shaderOptionsLock)
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