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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
65 changed files with 3912 additions and 593 deletions

View file

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