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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65 changed files with 3912 additions and 593 deletions
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@ -595,6 +595,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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ResourceCounts counts = new();
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DiskCacheGpuAccessor[] gpuAccessors = new DiskCacheGpuAccessor[Constants.ShaderStages];
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TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
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TranslatorContext nextStage = null;
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@ -626,14 +627,22 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
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}
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gpuAccessors[stageIndex] = gpuAccessor;
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translatorContexts[stageIndex + 1] = currentStage;
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nextStage = currentStage;
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}
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}
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if (!_context.Capabilities.SupportsGeometryShader)
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bool hasGeometryShader = translatorContexts[4] != null;
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bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore;
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bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore;
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bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader);
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// We don't support caching shader stages that have been converted to compute currently,
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// so just eliminate them if they exist in the cache.
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if (vertexToCompute)
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{
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ShaderCache.TryRemoveGeometryStage(translatorContexts);
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return;
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}
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CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
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@ -647,6 +656,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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if (currentStage != null)
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{
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gpuAccessors[stageIndex].InitializeReservedCounts(specState.TransformFeedbackDescriptors != null, vertexToCompute);
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ShaderProgram program;
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byte[] guestCode = guestShaders[stageIndex + 1].Value.Code;
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@ -701,6 +712,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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ResourceCounts counts = new();
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ShaderSpecializationState newSpecState = new(ref specState.ComputeState);
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DiskCacheGpuAccessor gpuAccessor = new(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
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gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
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TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);
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