Ryujinx/src/Ryujinx.Graphics.Shader/Translation/Transforms/TransformPasses.cs
gdkchan f09bba82b9
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
2023-08-29 21:10:34 -03:00

44 lines
1.5 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Translation.Transforms
{
static class TransformPasses
{
public static void RunPass(TransformContext context)
{
RunPass<DrawParametersReplace>(context);
RunPass<ForcePreciseEnable>(context);
RunPass<VectorComponentSelect>(context);
RunPass<TexturePass>(context);
RunPass<SharedStoreSmallIntCas>(context);
RunPass<SharedAtomicSignedCas>(context);
RunPass<ShufflePass>(context);
RunPass<VertexToCompute>(context);
RunPass<GeometryToCompute>(context);
}
private static void RunPass<T>(TransformContext context) where T : ITransformPass
{
if (!T.IsEnabled(context.GpuAccessor, context.Stage, context.TargetLanguage, context.UsedFeatures))
{
return;
}
for (int blkIndex = 0; blkIndex < context.Blocks.Length; blkIndex++)
{
BasicBlock block = context.Blocks[blkIndex];
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
{
if (node.Value is not Operation)
{
continue;
}
node = T.RunPass(context, node);
}
}
}
}
}