Initial tessellation shader support (#2534)
* Initial tessellation shader support * Nits * Re-arrange built-in table * This is not needed anymore * PR feedback
This commit is contained in:
parent
7603dbe3c8
commit
d512ce122c
42 changed files with 775 additions and 148 deletions
|
@ -79,6 +79,10 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||
src = Attribute(AttributeConsts.LaneId);
|
||||
break;
|
||||
|
||||
case SReg.InvocationId:
|
||||
src = Attribute(AttributeConsts.InvocationId);
|
||||
break;
|
||||
|
||||
case SReg.YDirection:
|
||||
src = ConstF(1); // TODO: Use value from Y direction GPU register.
|
||||
break;
|
||||
|
@ -87,6 +91,22 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||
src = context.Config.Stage == ShaderStage.Fragment ? Attribute(AttributeConsts.ThreadKill) : Const(0);
|
||||
break;
|
||||
|
||||
case SReg.InvocationInfo:
|
||||
if (context.Config.Stage != ShaderStage.Compute && context.Config.Stage != ShaderStage.Fragment)
|
||||
{
|
||||
Operand primitiveId = Attribute(AttributeConsts.PrimitiveId);
|
||||
Operand patchVerticesIn = Attribute(AttributeConsts.PatchVerticesIn);
|
||||
|
||||
patchVerticesIn = context.ShiftLeft(patchVerticesIn, Const(16));
|
||||
|
||||
src = context.BitwiseOr(primitiveId, patchVerticesIn);
|
||||
}
|
||||
else
|
||||
{
|
||||
src = Const(0);
|
||||
}
|
||||
break;
|
||||
|
||||
case SReg.TId:
|
||||
Operand tidX = Attribute(AttributeConsts.ThreadIdX);
|
||||
Operand tidY = Attribute(AttributeConsts.ThreadIdY);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue