Stop using glTransformFeedbackVaryings and use explicit layout on the shader (#3012)

* Stop using glTransformFeedbackVarying and use explicit layout on the shader

* This is no longer needed

* Shader cache version bump

* Fix gl_PerVertex output for tessellation control shaders
This commit is contained in:
gdkchan 2022-01-21 12:35:21 -03:00 committed by GitHub
parent 0e59573f2b
commit 7e967d796c
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GPG key ID: 4AEE18F83AFDEB23
19 changed files with 192 additions and 164 deletions

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@ -29,7 +29,7 @@ namespace Ryujinx.Graphics.OpenGL
private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
private IShader[] _shaders;
public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
public Program(IShader[] shaders)
{
Handle = GL.CreateProgram();
@ -42,54 +42,6 @@ namespace Ryujinx.Graphics.OpenGL
GL.AttachShader(Handle, shaderHandle);
}
if (transformFeedbackDescriptors != null)
{
List<string> varyings = new List<string>();
int cbi = 0;
foreach (var tfd in transformFeedbackDescriptors.OrderBy(x => x.BufferIndex))
{
if (tfd.VaryingLocations.Length == 0)
{
continue;
}
while (cbi < tfd.BufferIndex)
{
varyings.Add("gl_NextBuffer");
cbi++;
}
int stride = Math.Min(128 * 4, (tfd.Stride + 3) & ~3);
int j = 0;
for (; j < tfd.VaryingLocations.Length && j * 4 < stride; j++)
{
byte location = tfd.VaryingLocations[j];
varyings.Add(Varying.GetName(location) ?? "gl_SkipComponents1");
j += Varying.GetSize(location) - 1;
}
int feedbackBytes = j * 4;
while (feedbackBytes < stride)
{
int bytes = Math.Min(16, stride - feedbackBytes);
varyings.Add($"gl_SkipComponents{(bytes / 4)}");
feedbackBytes += bytes;
}
}
GL.TransformFeedbackVaryings(Handle, varyings.Count, varyings.ToArray(), TransformFeedbackMode.InterleavedAttribs);
}
GL.LinkProgram(Handle);
_shaders = shaders;