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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@ -164,6 +164,7 @@ namespace Ryujinx.Graphics.OpenGL
supportsShaderBarrierDivergence: !(intelWindows || intelUnix),
supportsShaderFloat64: true,
supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
supportsVertexStoreAndAtomics: true,
supportsViewportIndexVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
supportsViewportMask: HwCapabilities.SupportsViewportArray2,
supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
@ -177,6 +178,7 @@ namespace Ryujinx.Graphics.OpenGL
maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
shaderSubgroupSize: Constants.MaxSubgroupSize,
storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment,
textureBufferOffsetAlignment: HwCapabilities.TextureBufferOffsetAlignment,
gatherBiasPrecision: intelWindows || amdWindows ? 8 : 0); // Precision is 8 for these vendors on Vulkan.
}