Geometry shader emulation for macOS (#5551)

* Implement vertex and geometry shader conversion to compute

* Call InitializeReservedCounts for compute too

* PR feedback

* Set clip distance mask for geometry and tessellation shaders too

* Transform feedback emulation only for vertex
This commit is contained in:
gdkchan 2023-08-29 21:10:34 -03:00 committed by GitHub
parent 93d78f9ac4
commit f09bba82b9
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GPG key ID: 4AEE18F83AFDEB23
65 changed files with 3912 additions and 593 deletions

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@ -218,11 +218,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
bool changed = false;
ref Array32<AttributeType> attributeTypes = ref _graphics.AttributeTypes;
bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats;
bool mayConvertVtgToCompute = ShaderCache.MayConvertVtgToCompute(ref _context.Capabilities);
bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats && !mayConvertVtgToCompute;
for (int location = 0; location < state.Length; location++)
{
VertexAttribType type = state[location].UnpackType();
VertexAttribSize size = state[location].UnpackSize();
AttributeType value;
@ -247,6 +249,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
};
}
if (mayConvertVtgToCompute && (size == VertexAttribSize.Rgb10A2 || size == VertexAttribSize.Rg11B10))
{
value |= AttributeType.Packed;
if (type == VertexAttribType.Snorm ||
type == VertexAttribType.Sint ||
type == VertexAttribType.Sscaled)
{
value |= AttributeType.PackedRgb10A2Signed;
}
}
if (attributeTypes[location] != value)
{
attributeTypes[location] = value;