Fix InvocationInfo on geometry shader and bindless default integer const (#2822)

* Fix InvocationInfo on geometry shader and bindless default integer const

* Shader cache version bump

* Consistency for the default value
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gdkchan 2021-11-08 11:39:30 -03:00 committed by GitHub
parent 81e9b86cdb
commit b7a1544e8b
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3 changed files with 31 additions and 8 deletions

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@ -95,9 +95,28 @@ namespace Ryujinx.Graphics.Shader.Instructions
if (context.Config.Stage != ShaderStage.Compute && context.Config.Stage != ShaderStage.Fragment)
{
Operand primitiveId = Attribute(AttributeConsts.PrimitiveId);
Operand patchVerticesIn = Attribute(AttributeConsts.PatchVerticesIn);
Operand patchVerticesIn;
patchVerticesIn = context.ShiftLeft(patchVerticesIn, Const(16));
if (context.Config.Stage == ShaderStage.TessellationEvaluation)
{
patchVerticesIn = context.ShiftLeft(Attribute(AttributeConsts.PatchVerticesIn), Const(16));
}
else
{
InputTopology inputTopology = context.Config.GpuAccessor.QueryPrimitiveTopology();
int inputVertices = inputTopology switch
{
InputTopology.Points => 1,
InputTopology.Lines or
InputTopology.LinesAdjacency => 2,
InputTopology.Triangles or
InputTopology.TrianglesAdjacency => 3,
_ => 1
};
patchVerticesIn = Const(inputVertices << 16);
}
src = context.BitwiseOr(primitiveId, patchVerticesIn);
}