Ryujinx/src/Ryujinx.Graphics.Shader/VertexInfoBuffer.cs
gdkchan f09bba82b9
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
2023-08-29 21:10:34 -03:00

59 lines
2.2 KiB
C#

using Ryujinx.Common.Memory;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Shader
{
enum VertexInfoBufferField
{
// Must match the order of the fields on the struct.
VertexCounts,
GeometryCounts,
VertexStrides,
VertexOffsets,
}
public struct VertexInfoBuffer
{
public static readonly int RequiredSize;
public static readonly int VertexCountsOffset;
public static readonly int GeometryCountsOffset;
public static readonly int VertexStridesOffset;
public static readonly int VertexOffsetsOffset;
private static int OffsetOf<T>(ref VertexInfoBuffer storage, ref T target)
{
return (int)Unsafe.ByteOffset(ref Unsafe.As<VertexInfoBuffer, T>(ref storage), ref target);
}
static VertexInfoBuffer()
{
RequiredSize = Unsafe.SizeOf<VertexInfoBuffer>();
VertexInfoBuffer instance = new();
VertexCountsOffset = OffsetOf(ref instance, ref instance.VertexCounts);
GeometryCountsOffset = OffsetOf(ref instance, ref instance.GeometryCounts);
VertexStridesOffset = OffsetOf(ref instance, ref instance.VertexStrides);
VertexOffsetsOffset = OffsetOf(ref instance, ref instance.VertexOffsets);
}
internal static StructureType GetStructureType()
{
return new StructureType(new[]
{
new StructureField(AggregateType.Vector4 | AggregateType.U32, "vertex_counts"),
new StructureField(AggregateType.Vector4 | AggregateType.U32, "geometry_counts"),
new StructureField(AggregateType.Array | AggregateType.Vector4 | AggregateType.U32, "vertex_strides", ResourceReservations.MaxVertexBufferTextures),
new StructureField(AggregateType.Array | AggregateType.Vector4 | AggregateType.U32, "vertex_offsets", ResourceReservations.MaxVertexBufferTextures),
});
}
public Vector4<int> VertexCounts;
public Vector4<int> GeometryCounts;
public Array32<Vector4<int>> VertexStrides;
public Array32<Vector4<int>> VertexOffsets;
}
}