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