Use vector transform feedback outputs if possible (#3832)
This commit is contained in:
parent
51a27032f0
commit
9daf029f35
13 changed files with 180 additions and 82 deletions
|
@ -71,12 +71,12 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
var locations = config.GpuAccessor.QueryTransformFeedbackVaryingLocations(tfbIndex);
|
||||
var stride = config.GpuAccessor.QueryTransformFeedbackStride(tfbIndex);
|
||||
|
||||
for (int j = 0; j < locations.Length; j++)
|
||||
for (int i = 0; i < locations.Length; i++)
|
||||
{
|
||||
byte location = locations[j];
|
||||
byte location = locations[i];
|
||||
if (location < 0xc0)
|
||||
{
|
||||
context.Info.TransformFeedbackOutputs[location] = new TransformFeedbackOutput(tfbIndex, j * 4, stride);
|
||||
context.Info.TransformFeedbackOutputs[location] = new TransformFeedbackOutput(tfbIndex, i * 4, stride);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue