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
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65 changed files with 3912 additions and 593 deletions
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@ -218,11 +218,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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bool changed = false;
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ref Array32<AttributeType> attributeTypes = ref _graphics.AttributeTypes;
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bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats;
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bool mayConvertVtgToCompute = ShaderCache.MayConvertVtgToCompute(ref _context.Capabilities);
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bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats && !mayConvertVtgToCompute;
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for (int location = 0; location < state.Length; location++)
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{
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VertexAttribType type = state[location].UnpackType();
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VertexAttribSize size = state[location].UnpackSize();
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AttributeType value;
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@ -247,6 +249,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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};
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}
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if (mayConvertVtgToCompute && (size == VertexAttribSize.Rgb10A2 || size == VertexAttribSize.Rg11B10))
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{
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value |= AttributeType.Packed;
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if (type == VertexAttribType.Snorm ||
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type == VertexAttribType.Sint ||
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type == VertexAttribType.Sscaled)
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{
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value |= AttributeType.PackedRgb10A2Signed;
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}
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}
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if (attributeTypes[location] != value)
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{
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attributeTypes[location] = value;
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