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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@ -39,6 +39,7 @@ namespace Ryujinx.Graphics.GAL
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public readonly bool SupportsShaderBarrierDivergence;
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public readonly bool SupportsShaderFloat64;
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public readonly bool SupportsTextureShadowLod;
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public readonly bool SupportsVertexStoreAndAtomics;
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public readonly bool SupportsViewportIndexVertexTessellation;
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public readonly bool SupportsViewportMask;
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public readonly bool SupportsViewportSwizzle;
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@ -54,6 +55,7 @@ namespace Ryujinx.Graphics.GAL
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public readonly float MaximumSupportedAnisotropy;
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public readonly int ShaderSubgroupSize;
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public readonly int StorageBufferOffsetAlignment;
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public readonly int TextureBufferOffsetAlignment;
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public readonly int GatherBiasPrecision;
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@ -91,6 +93,7 @@ namespace Ryujinx.Graphics.GAL
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bool supportsShaderBarrierDivergence,
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bool supportsShaderFloat64,
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bool supportsTextureShadowLod,
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bool supportsVertexStoreAndAtomics,
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bool supportsViewportIndexVertexTessellation,
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bool supportsViewportMask,
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bool supportsViewportSwizzle,
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@ -104,6 +107,7 @@ namespace Ryujinx.Graphics.GAL
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float maximumSupportedAnisotropy,
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int shaderSubgroupSize,
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int storageBufferOffsetAlignment,
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int textureBufferOffsetAlignment,
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int gatherBiasPrecision)
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{
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Api = api;
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@ -139,6 +143,7 @@ namespace Ryujinx.Graphics.GAL
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SupportsShaderBarrierDivergence = supportsShaderBarrierDivergence;
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SupportsShaderFloat64 = supportsShaderFloat64;
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SupportsTextureShadowLod = supportsTextureShadowLod;
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SupportsVertexStoreAndAtomics = supportsVertexStoreAndAtomics;
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SupportsViewportIndexVertexTessellation = supportsViewportIndexVertexTessellation;
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SupportsViewportMask = supportsViewportMask;
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SupportsViewportSwizzle = supportsViewportSwizzle;
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@ -152,6 +157,7 @@ namespace Ryujinx.Graphics.GAL
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MaximumSupportedAnisotropy = maximumSupportedAnisotropy;
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ShaderSubgroupSize = shaderSubgroupSize;
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StorageBufferOffsetAlignment = storageBufferOffsetAlignment;
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TextureBufferOffsetAlignment = textureBufferOffsetAlignment;
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GatherBiasPrecision = gatherBiasPrecision;
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}
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}
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