Stop using glTransformFeedbackVaryings and use explicit layout on the shader (#3012)
* Stop using glTransformFeedbackVarying and use explicit layout on the shader * This is no longer needed * Shader cache version bump * Fix gl_PerVertex output for tessellation control shaders
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19 changed files with 192 additions and 164 deletions
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@ -222,6 +222,35 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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/// <summary>
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/// Queries transform feedback enable state.
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/// </summary>
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/// <returns>True if the shader uses transform feedback, false otherwise</returns>
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public bool QueryTransformFeedbackEnabled()
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{
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return _state.TransformFeedbackDescriptors != null;
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}
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/// <summary>
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/// Queries the varying locations that should be written to the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Varying locations for the specified buffer</returns>
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public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
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{
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return _state.TransformFeedbackDescriptors[bufferIndex].VaryingLocations;
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}
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/// <summary>
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/// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Stride for the specified buffer</returns>
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public int QueryTransformFeedbackStride(int bufferIndex)
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{
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return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// </summary>
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