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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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@@ -22,6 +22,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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IoVariable.FragmentCoord => (BuiltIn.FragCoord, AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.FragmentOutputDepth => (BuiltIn.FragDepth, AggregateType.FP32),
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IoVariable.FrontFacing => (BuiltIn.FrontFacing, AggregateType.Bool),
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IoVariable.GlobalId => (BuiltIn.GlobalInvocationId, AggregateType.Vector3 | AggregateType.U32),
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IoVariable.InstanceId => (BuiltIn.InstanceId, AggregateType.S32),
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IoVariable.InstanceIndex => (BuiltIn.InstanceIndex, AggregateType.S32),
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IoVariable.InvocationId => (BuiltIn.InvocationId, AggregateType.S32),
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