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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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@ -27,8 +27,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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public ILogger Logger { get; }
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public TargetApi TargetApi { get; }
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public int InputVertices { get; }
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public Dictionary<int, Instruction> ConstantBuffers { get; } = new();
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public Dictionary<int, Instruction> StorageBuffers { get; } = new();
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@ -101,19 +99,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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Logger = parameters.Logger;
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TargetApi = parameters.TargetApi;
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if (parameters.Definitions.Stage == ShaderStage.Geometry)
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{
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InputVertices = parameters.Definitions.InputTopology switch
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{
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InputTopology.Points => 1,
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InputTopology.Lines => 2,
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InputTopology.LinesAdjacency => 2,
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InputTopology.Triangles => 3,
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InputTopology.TrianglesAdjacency => 3,
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_ => throw new InvalidOperationException($"Invalid input topology \"{parameters.Definitions.InputTopology}\"."),
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};
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}
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AddCapability(Capability.Shader);
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AddCapability(Capability.Float64);
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