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
This commit is contained in:
@@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
|
||||
/// <summary>
|
||||
/// Represents a GPU General Purpose FIFO command processor.
|
||||
/// </summary>
|
||||
class GPFifoProcessor
|
||||
class GPFifoProcessor : IDisposable
|
||||
{
|
||||
private const int MacrosCount = 0x80;
|
||||
private const int MacroIndexMask = MacrosCount - 1;
|
||||
@@ -327,5 +327,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
|
||||
{
|
||||
_3dClass.PerformDeferredDraws();
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
_3dClass.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user