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
This commit is contained in:
parent
097562bc6c
commit
9f12e50a54
56 changed files with 1967 additions and 1746 deletions
|
@ -76,10 +76,6 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
|
||||
private unsafe static byte[] GlslToSpirv(string glsl, ShaderStage stage)
|
||||
{
|
||||
// TODO: We should generate the correct code on the shader translator instead of doing this compensation.
|
||||
glsl = glsl.Replace("gl_VertexID", "(gl_VertexIndex - gl_BaseVertex)");
|
||||
glsl = glsl.Replace("gl_InstanceID", "(gl_InstanceIndex - gl_BaseInstance)");
|
||||
|
||||
Options options;
|
||||
|
||||
lock (_shaderOptionsLock)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue