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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@@ -153,15 +153,13 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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if (isBindless)
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if (isBindless || !resourceManager.TryGetCbufSlotAndHandleForTexture(texOp.Binding, out int cbufSlot, out int handle))
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{
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return node;
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}
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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(int cbufSlot, int handle) = resourceManager.GetCbufSlotAndHandleForTexture(texOp.Binding);
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bool isCoordNormalized = gpuAccessor.QueryTextureCoordNormalized(handle, cbufSlot);
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if (isCoordNormalized || intCoords)
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@@ -607,13 +605,11 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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// We can't query the format of a bindless texture,
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// because the handle is unknown, it can have any format.
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if (texOp.Flags.HasFlag(TextureFlags.Bindless))
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if (texOp.Flags.HasFlag(TextureFlags.Bindless) || !resourceManager.TryGetCbufSlotAndHandleForTexture(texOp.Binding, out int cbufSlot, out int handle))
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{
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return node;
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}
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(int cbufSlot, int handle) = resourceManager.GetCbufSlotAndHandleForTexture(texOp.Binding);
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TextureFormat format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
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int maxPositive = format switch
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