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
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15 changed files with 426 additions and 48 deletions
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Ryujinx.Graphics/Gal/Shader/ShaderDecodeSpecial.cs
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29
Ryujinx.Graphics/Gal/Shader/ShaderDecodeSpecial.cs
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using System;
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using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static partial class ShaderDecode
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{
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public static void Out_R(ShaderIrBlock Block, long OpCode)
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{
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//TODO: Those registers have to be used for something
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ShaderIrOperGpr Gpr0 = GetOperGpr0(OpCode);
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ShaderIrOperGpr Gpr8 = GetOperGpr8(OpCode);
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ShaderIrOperGpr Gpr20 = GetOperGpr20(OpCode);
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int Type = (int)((OpCode >> 39) & 3);
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if ((Type & 1) != 0)
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{
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Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Emit), OpCode));
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}
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if ((Type & 2) != 0)
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{
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Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Cut), OpCode));
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}
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}
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}
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}
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