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
This commit is contained in:
gdkchan 2023-08-29 21:10:34 -03:00 committed by GitHub
parent 93d78f9ac4
commit f09bba82b9
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65 changed files with 3912 additions and 593 deletions

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@ -595,6 +595,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
ResourceCounts counts = new();
DiskCacheGpuAccessor[] gpuAccessors = new DiskCacheGpuAccessor[Constants.ShaderStages];
TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
TranslatorContext nextStage = null;
@ -626,14 +627,22 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
}
gpuAccessors[stageIndex] = gpuAccessor;
translatorContexts[stageIndex + 1] = currentStage;
nextStage = currentStage;
}
}
if (!_context.Capabilities.SupportsGeometryShader)
bool hasGeometryShader = translatorContexts[4] != null;
bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore;
bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore;
bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader);
// We don't support caching shader stages that have been converted to compute currently,
// so just eliminate them if they exist in the cache.
if (vertexToCompute)
{
ShaderCache.TryRemoveGeometryStage(translatorContexts);
return;
}
CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
@ -647,6 +656,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
if (currentStage != null)
{
gpuAccessors[stageIndex].InitializeReservedCounts(specState.TransformFeedbackDescriptors != null, vertexToCompute);
ShaderProgram program;
byte[] guestCode = guestShaders[stageIndex + 1].Value.Code;
@ -701,6 +712,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
ResourceCounts counts = new();
ShaderSpecializationState newSpecState = new(ref specState.ComputeState);
DiskCacheGpuAccessor gpuAccessor = new(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);