diff options
author | gdkchan <gab.dark.100@gmail.com> | 2023-08-29 21:10:34 -0300 |
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committer | GitHub <noreply@github.com> | 2023-08-29 21:10:34 -0300 |
commit | f09bba82b9366e5912b639a610ae89cbb1cf352c (patch) | |
tree | 4811ffa52206eed7cf8aa200c64deb7410e5c56b /src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs | |
parent | 93d78f9ac4a37a50f0cc2e57addd330d072af742 (diff) |
Geometry shader emulation for macOS (#5551)1.1.1002
* 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
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs | 8 |
1 files changed, 2 insertions, 6 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs index b4f4a439..1d84d0e4 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs @@ -25,11 +25,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="channel">GPU channel</param> /// <param name="state">Current GPU state</param> /// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param> - public GpuAccessor( - GpuContext context, - GpuChannel channel, - GpuAccessorState state, - int stageIndex) : base(context, state.ResourceCounts, stageIndex, state.TransformFeedbackDescriptors != null) + public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context, state.ResourceCounts, stageIndex) { _isVulkan = context.Capabilities.Api == TargetApi.Vulkan; _channel = channel; @@ -49,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="context">GPU context</param> /// <param name="channel">GPU channel</param> /// <param name="state">Current GPU state</param> - public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0, false) + public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0) { _channel = channel; _state = state; |