shader: Rework varyings and implement passthrough geometry shaders

Put all varyings into a single std::bitset with helpers to access it.

Implement passthrough geometry shaders using host's.
This commit is contained in:
ReinUsesLisp 2021-06-24 02:41:09 -03:00 committed by ameerj
parent 4f052a1f39
commit 7dafa96ab5
29 changed files with 351 additions and 337 deletions

View file

@ -61,10 +61,10 @@ Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsPipelineKey& key,
bool glasm_use_storage_buffers, bool use_assembly_shaders) {
Shader::RuntimeInfo info;
if (previous_program) {
info.previous_stage_stores_generic = previous_program->info.stores_generics;
info.previous_stage_stores = previous_program->info.stores;
} else {
// Mark all stores as available
info.previous_stage_stores_generic.flip();
// Mark all stores as available for vertex shaders
info.previous_stage_stores.mask.set();
}
switch (program.stage) {
case Shader::Stage::VertexB:
@ -187,6 +187,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
.support_demote_to_helper_invocation = false,
.support_int64_atomics = false,
.support_derivative_control = device.HasDerivativeControl(),
.support_geometry_shader_passthrough = false, // TODO
.support_gl_nv_gpu_shader_5 = device.HasNvGpuShader5(),
.support_gl_amd_gpu_shader_half_float = device.HasAmdShaderHalfFloat(),
.support_gl_texture_shadow_lod = device.HasTextureShadowLod(),