Only enable clip distance if written to on shader (#2217)
* Only enable clip distance if written to on shader * Signal InstanceId use through FeatureFlags * Shader cache version bump
This commit is contained in:
parent
89791ba68d
commit
4770cfa920
12 changed files with 79 additions and 23 deletions
|
@ -39,6 +39,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
private bool _isAnyVbInstanced;
|
||||
private bool _vsUsesInstanceId;
|
||||
private byte _vsClipDistancesWritten;
|
||||
|
||||
private bool _forceShaderUpdate;
|
||||
|
||||
|
@ -993,7 +994,15 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
ShaderBundle gs = ShaderCache.GetGraphicsShader(state, addresses);
|
||||
|
||||
_vsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;
|
||||
byte oldVsClipDistancesWritten = _vsClipDistancesWritten;
|
||||
|
||||
_vsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;
|
||||
_vsClipDistancesWritten = gs.Shaders[0]?.Info.ClipDistancesWritten ?? 0;
|
||||
|
||||
if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
|
||||
{
|
||||
UpdateUserClipState(state);
|
||||
}
|
||||
|
||||
int storageBufferBindingsCount = 0;
|
||||
int uniformBufferBindingsCount = 0;
|
||||
|
@ -1098,7 +1107,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateUserClipState(GpuState state)
|
||||
{
|
||||
int clipMask = state.Get<int>(MethodOffset.ClipDistanceEnable);
|
||||
int clipMask = state.Get<int>(MethodOffset.ClipDistanceEnable) & _vsClipDistancesWritten;
|
||||
|
||||
for (int i = 0; i < Constants.TotalClipDistances; ++i)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue