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