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authorgdkchan <gab.dark.100@gmail.com>2023-06-10 18:31:38 -0300
committerGitHub <noreply@github.com>2023-06-10 18:31:38 -0300
commiteb0bb36bbfc3a4f5f2ac1c8721e192239f899a1d (patch)
treee43650855d28e8d49d7ad2d82466647263c3fe16 /src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
parent0e95a8271ac96b2c54907858140e2511a25a2b10 (diff)
Implement transform feedback emulation for hardware without native support (#5080)1.1.882
* Implement transform feedback emulation for hardware without native support * Stop doing some useless buffer updates and account for non-zero base instance * Reduce redundant updates even more * Update descriptor init logic to account for ResourceLayout * Fix transform feedback and storage buffers not being updated in some cases * Shader cache version bump * PR feedback * SetInstancedDrawVertexCount must be always called after UpdateState * Minor typo
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs')
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
index 3e816733..5e18e61f 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
@@ -30,7 +30,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
GpuContext context,
GpuChannel channel,
GpuAccessorState state,
- int stageIndex) : base(context, state.ResourceCounts, stageIndex)
+ int stageIndex) : base(context, state.ResourceCounts, stageIndex, state.TransformFeedbackDescriptors != null)
{
_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
_channel = channel;
@@ -44,7 +44,7 @@ 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)
+ public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0, false)
{
_channel = channel;
_state = state;