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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@ -29,6 +29,7 @@ namespace Ryujinx.Graphics.OpenGL
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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private static readonly Lazy<int> _textureBufferOffsetAlignment = new(() => GetLimit(All.TextureBufferOffsetAlignment));
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public enum GpuVendor
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{
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@ -78,6 +79,7 @@ namespace Ryujinx.Graphics.OpenGL
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public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value;
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public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;
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public static int TextureBufferOffsetAlignment => _textureBufferOffsetAlignment.Value;
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public static float MaximumSupportedAnisotropy => _maxSupportedAnisotropy.Value;
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