diff options
author | gdkchan <gab.dark.100@gmail.com> | 2023-08-29 21:10:34 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-08-29 21:10:34 -0300 |
commit | f09bba82b9366e5912b639a610ae89cbb1cf352c (patch) | |
tree | 4811ffa52206eed7cf8aa200c64deb7410e5c56b /src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.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.Shader/CodeGen/Spirv/Declarations.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs b/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs index b0659ba4..54767c2f 100644 --- a/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs +++ b/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs @@ -369,7 +369,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv if (context.Definitions.Stage != ShaderStage.Vertex) { var perVertexInputStructType = CreatePerVertexStructType(context); - int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.InputVertices : 32; + int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.Definitions.InputTopology.ToInputVertices() : 32; var perVertexInputArrayType = context.TypeArray(perVertexInputStructType, context.Constant(context.TypeU32(), arraySize)); var perVertexInputPointerType = context.TypePointer(StorageClass.Input, perVertexInputArrayType); var perVertexInputVariable = context.Variable(perVertexInputPointerType, StorageClass.Input); @@ -506,7 +506,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv if (!isPerPatch && IoMap.IsPerVertex(ioVariable, context.Definitions.Stage, isOutput)) { - int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.InputVertices : 32; + int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.Definitions.InputTopology.ToInputVertices() : 32; spvType = context.TypeArray(spvType, context.Constant(context.TypeU32(), arraySize)); if (context.Definitions.GpPassthrough && context.HostCapabilities.SupportsGeometryShaderPassthrough) |