Implement Geometry shaders (#280)
* Implement Geometry shaders * Add EmitVertex() and EndPrimitive() * Read output geometry data from header * Stub Vmad * Add Iadd_I32 * Stub Mov_S (S2R) * Stub Isberd * Change vertex index to gpr39 in Abuf * Add stub messages for consistency * Do not print input block when there is no attributes * Use GL_ARB_enhanced_layouts * Skip geometry shaders when there's no GL_ARB_enhanced_layouts * Address feedback * Address feedback
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15 changed files with 426 additions and 48 deletions
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@ -85,6 +85,16 @@ namespace Ryujinx.Graphics.Gal.Shader
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EmitI2i(Block, OpCode, ShaderOper.RR);
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}
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public static void Isberd(ShaderIrBlock Block, long OpCode)
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{
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//This instruction seems to be used to translate from an address to a vertex index in a GS
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//Stub it as such
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Block.AddNode(new ShaderIrCmnt("Stubbed."));
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), GetOperGpr8(OpCode)), OpCode));
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}
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public static void Mov_C(ShaderIrBlock Block, long OpCode)
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{
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ShaderIrOperCbuf Cbuf = GetOperCbuf34(OpCode);
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@ -128,6 +138,16 @@ namespace Ryujinx.Graphics.Gal.Shader
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EmitSel(Block, OpCode, ShaderOper.RR);
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}
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public static void Mov_S(ShaderIrBlock Block, long OpCode)
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{
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Block.AddNode(new ShaderIrCmnt("Stubbed."));
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//Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
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ShaderIrNode Source = new ShaderIrOperImm(0);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Source), OpCode));
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}
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private static void EmitF2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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bool NegA = ((OpCode >> 45) & 1) != 0;
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