Add support for bindless textures from storage buffer on Vulkan (#6721)

* Halve primitive ID when converting quads to triangles

* Shader cache version bump

* Add support for bindless textures from storage buffer on Vulkan
This commit is contained in:
gdkchan
2024-05-14 11:47:16 -03:00
committed by GitHub
parent 44dbab3848
commit 3a3b51893e
14 changed files with 76 additions and 17 deletions

View File

@@ -84,6 +84,10 @@ namespace Ryujinx.Graphics.Shader.Instructions
value = context.IConvertU32ToFP32(value);
}
}
else if (offset == AttributeConsts.PrimitiveId && context.TranslatorContext.Definitions.HalvePrimitiveId)
{
value = context.ShiftRightS32(value, Const(1));
}
context.Copy(Register(rd), value);
}
@@ -187,6 +191,12 @@ namespace Ryujinx.Graphics.Shader.Instructions
}
}
}
else if (op.Imm10 == AttributeConsts.PrimitiveId && context.TranslatorContext.Definitions.HalvePrimitiveId)
{
// If quads are used, but the host does not support them, they need to be converted to triangles.
// Since each quad becomes 2 triangles, we need to compensate here and divide primitive ID by 2.
res = context.ShiftRightS32(res, Const(1));
}
else if (op.Imm10 == AttributeConsts.FrontFacing && context.TranslatorContext.GpuAccessor.QueryHostHasFrontFacingBug())
{
// gl_FrontFacing sometimes has incorrect (flipped) values depending how it is accessed on Intel GPUs.