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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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@ -25,11 +25,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
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public GpuAccessor(
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GpuContext context,
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GpuChannel channel,
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GpuAccessorState state,
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int stageIndex) : base(context, state.ResourceCounts, stageIndex, state.TransformFeedbackDescriptors != null)
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context, state.ResourceCounts, stageIndex)
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{
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_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
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_channel = channel;
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@ -49,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0, false)
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0)
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{
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_channel = channel;
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_state = state;
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