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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@ -100,10 +100,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
else
{
string outPrimitive = context.Definitions.OutputTopology.ToGlslString();
int maxOutputVertices = context.Definitions.GpPassthrough
? context.Definitions.InputTopology.ToInputVertices()
: context.Definitions.MaxOutputVertices;
int maxOutputVertices = context.Definitions.MaxOutputVertices;
context.AppendLine($"layout ({outPrimitive}, max_vertices = {maxOutputVertices}) out;");
}
@ -320,15 +317,22 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
string typeName = GetVarTypeName(context, memory.Type & ~AggregateType.Array);
if (memory.ArrayLength > 0)
if (memory.Type.HasFlag(AggregateType.Array))
{
string arraySize = memory.ArrayLength.ToString(CultureInfo.InvariantCulture);
if (memory.ArrayLength > 0)
{
string arraySize = memory.ArrayLength.ToString(CultureInfo.InvariantCulture);
context.AppendLine($"{prefix}{typeName} {memory.Name}[{arraySize}];");
context.AppendLine($"{prefix}{typeName} {memory.Name}[{arraySize}];");
}
else
{
context.AppendLine($"{prefix}{typeName} {memory.Name}[];");
}
}
else
{
context.AppendLine($"{prefix}{typeName} {memory.Name}[];");
context.AppendLine($"{prefix}{typeName} {memory.Name};");
}
}
}