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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gdkchan 2023-08-29 21:10:34 -03:00 committed by GitHub
parent 93d78f9ac4
commit f09bba82b9
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65 changed files with 3912 additions and 593 deletions

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@ -457,6 +457,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">Graphics state</param>
/// <param name="vertexAsCompute">Indicates that the vertex shader has been converted into a compute shader</param>
/// <param name="usesDrawParameters">Indicates whether the vertex shader accesses draw parameters</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <returns>True if the state matches, false otherwise</returns>
@ -464,6 +465,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
GpuChannel channel,
ref GpuChannelPoolState poolState,
ref GpuChannelGraphicsState graphicsState,
bool vertexAsCompute,
bool usesDrawParameters,
bool checkTextures)
{
@ -497,9 +499,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false;
}
if (!graphicsState.AttributeTypes.AsSpan().SequenceEqual(GraphicsState.AttributeTypes.AsSpan()))
if (ShaderCache.MayConvertVtgToCompute(ref channel.Capabilities) && !vertexAsCompute)
{
return false;
for (int index = 0; index < graphicsState.AttributeTypes.Length; index++)
{
AttributeType lType = FilterAttributeType(channel, graphicsState.AttributeTypes[index]);
AttributeType rType = FilterAttributeType(channel, GraphicsState.AttributeTypes[index]);
if (lType != rType)
{
return false;
}
}
}
else
{
if (!graphicsState.AttributeTypes.AsSpan().SequenceEqual(GraphicsState.AttributeTypes.AsSpan()))
{
return false;
}
}
if (usesDrawParameters && graphicsState.HasConstantBufferDrawParameters != GraphicsState.HasConstantBufferDrawParameters)
@ -530,6 +548,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
return Matches(channel, ref poolState, checkTextures, isCompute: false);
}
private static AttributeType FilterAttributeType(GpuChannel channel, AttributeType type)
{
type &= ~(AttributeType.Packed | AttributeType.PackedRgb10A2Signed);
if (channel.Capabilities.SupportsScaledVertexFormats &&
(type == AttributeType.Sscaled || type == AttributeType.Uscaled))
{
type = AttributeType.Float;
}
return type;
}
/// <summary>
/// Checks if the recorded state matches the current GPU compute engine state.
/// </summary>