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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@ -605,6 +605,7 @@ namespace Ryujinx.Graphics.Vulkan
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supportsShaderBarrierDivergence: Vendor != Vendor.Intel,
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supportsShaderFloat64: Capabilities.SupportsShaderFloat64,
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supportsTextureShadowLod: false,
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supportsVertexStoreAndAtomics: features2.Features.VertexPipelineStoresAndAtomics,
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supportsViewportIndexVertexTessellation: featuresVk12.ShaderOutputViewportIndex,
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supportsViewportMask: Capabilities.SupportsViewportArray2,
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supportsViewportSwizzle: false,
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@ -618,6 +619,7 @@ namespace Ryujinx.Graphics.Vulkan
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maximumSupportedAnisotropy: (int)limits.MaxSamplerAnisotropy,
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shaderSubgroupSize: (int)Capabilities.SubgroupSize,
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storageBufferOffsetAlignment: (int)limits.MinStorageBufferOffsetAlignment,
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textureBufferOffsetAlignment: (int)limits.MinTexelBufferOffsetAlignment,
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gatherBiasPrecision: IsIntelWindows || IsAmdWindows ? (int)Capabilities.SubTexelPrecisionBits : 0);
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}
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