Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator * Implement gl_ViewportMask[] * Add back the Intel FrontFacing bug workaround * Fix GLSL transform feedback outputs mistmatch with fragment stage * Shader cache version bump * Fix geometry shader recognition * PR feedback * Delete GetOperandDef and GetOperandUse * Remove replacements that are no longer needed on GLSL compilation on Vulkan * Fix incorrect load for per-patch outputs * Fix build
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@ -16,20 +16,15 @@ namespace Ryujinx.Graphics.Shader.Translation
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public const int UbeDescsSize = StorageDescSize * UbeMaxCount;
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public const int UbeFirstCbuf = 8;
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public static bool UsesGlobalMemory(Instruction inst)
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public static bool UsesGlobalMemory(Instruction inst, StorageKind storageKind)
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{
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return (inst.IsAtomic() && IsGlobalMr(inst)) ||
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return (inst.IsAtomic() && storageKind == StorageKind.GlobalMemory) ||
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inst == Instruction.LoadGlobal ||
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inst == Instruction.StoreGlobal ||
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inst == Instruction.StoreGlobal16 ||
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inst == Instruction.StoreGlobal8;
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}
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private static bool IsGlobalMr(Instruction inst)
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{
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return (inst & Instruction.MrMask) == Instruction.MrGlobal;
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}
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public static int GetStorageCbOffset(ShaderStage stage, int slot)
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{
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return GetStorageBaseCbOffset(stage) + slot * StorageDescSize;
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