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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src/Ryujinx.Graphics.Shader/Translation/IoUsage.cs
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28
src/Ryujinx.Graphics.Shader/Translation/IoUsage.cs
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namespace Ryujinx.Graphics.Shader.Translation
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{
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readonly struct IoUsage
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{
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private readonly FeatureFlags _usedFeatures;
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public readonly bool UsesRtLayer => _usedFeatures.HasFlag(FeatureFlags.RtLayer);
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public readonly bool UsesViewportIndex => _usedFeatures.HasFlag(FeatureFlags.ViewportIndex);
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public readonly bool UsesViewportMask => _usedFeatures.HasFlag(FeatureFlags.ViewportMask);
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public readonly byte ClipDistancesWritten { get; }
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public readonly int UserDefinedMap { get; }
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public IoUsage(FeatureFlags usedFeatures, byte clipDistancesWritten, int userDefinedMap)
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{
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_usedFeatures = usedFeatures;
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ClipDistancesWritten = clipDistancesWritten;
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UserDefinedMap = userDefinedMap;
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}
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public readonly IoUsage Combine(IoUsage other)
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{
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return new IoUsage(
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_usedFeatures | other._usedFeatures,
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(byte)(ClipDistancesWritten | other.ClipDistancesWritten),
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UserDefinedMap | other.UserDefinedMap);
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}
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}
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}
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