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
This commit is contained in:
gdkchan
2023-08-29 21:10:34 -03:00
committed by GitHub
parent 93d78f9ac4
commit f09bba82b9
65 changed files with 3912 additions and 593 deletions

View File

@@ -14,6 +14,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
public IProgram HostProgram { get; }
/// <summary>
/// Optional vertex shader converted to compute.
/// </summary>
public ShaderAsCompute VertexAsCompute { get; }
/// <summary>
/// Optional geometry shader converted to compute.
/// </summary>
public ShaderAsCompute GeometryAsCompute { get; }
/// <summary>
/// GPU state used to create this version of the shader.
/// </summary>
@@ -45,12 +55,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
Bindings = new CachedShaderBindings(shaders.Length == 1, shaders);
}
public CachedShaderProgram(
IProgram hostProgram,
ShaderAsCompute vertexAsCompute,
ShaderAsCompute geometryAsCompute,
ShaderSpecializationState specializationState,
CachedShaderStage[] shaders) : this(hostProgram, specializationState, shaders)
{
VertexAsCompute = vertexAsCompute;
GeometryAsCompute = geometryAsCompute;
}
/// <summary>
/// Dispose of the host shader resources.
/// </summary>
public void Dispose()
{
HostProgram.Dispose();
VertexAsCompute?.HostProgram.Dispose();
GeometryAsCompute?.HostProgram.Dispose();
}
}
}