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:
gdkchan 2021-04-20 07:33:54 -03:00 committed by GitHub
parent 89791ba68d
commit 4770cfa920
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 79 additions and 23 deletions

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@ -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)
{