Implement Geometry shaders (#280)

* Implement Geometry shaders

* Add EmitVertex() and EndPrimitive()

* Read output geometry data from header

* Stub Vmad

* Add Iadd_I32

* Stub Mov_S (S2R)

* Stub Isberd

* Change vertex index to gpr39 in Abuf

* Add stub messages for consistency

* Do not print input block when there is no attributes

* Use GL_ARB_enhanced_layouts

* Skip geometry shaders when there's no GL_ARB_enhanced_layouts

* Address feedback

* Address feedback
This commit is contained in:
ReinUsesLisp 2018-07-19 02:33:27 -03:00 committed by gdkchan
parent bdb6cbb435
commit cd203e98f2
15 changed files with 426 additions and 48 deletions

View file

@ -118,20 +118,20 @@ namespace Ryujinx.Graphics.Gal.OpenGL
if (IsDualVp)
{
ShaderDumper.Dump(Memory, Position + 0x50, Type, "a");
ShaderDumper.Dump(Memory, PositionB + 0x50, Type, "b");
ShaderDumper.Dump(Memory, Position, Type, "a");
ShaderDumper.Dump(Memory, PositionB, Type, "b");
Program = Decompiler.Decompile(
Memory,
Position + 0x50,
PositionB + 0x50,
Position,
PositionB,
Type);
}
else
{
ShaderDumper.Dump(Memory, Position + 0x50, Type);
ShaderDumper.Dump(Memory, Position, Type);
Program = Decompiler.Decompile(Memory, Position + 0x50, Type);
Program = Decompiler.Decompile(Memory, Position, Type);
}
return new ShaderStage(
@ -198,6 +198,16 @@ namespace Ryujinx.Graphics.Gal.OpenGL
private void Bind(ShaderStage Stage)
{
if (Stage.Type == GalShaderType.Geometry)
{
//Enhanced layouts are required for Geometry shaders
//skip this stage if current driver has no ARB_enhanced_layouts
if (!OGLExtension.HasEnhancedLayouts())
{
return;
}
}
switch (Stage.Type)
{
case GalShaderType.Vertex: Current.Vertex = Stage; break;