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author | Zephyron <zephyron@citron-emu.orgq> | 2025-02-28 17:08:27 +1000 |
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committer | Zephyron <zephyron@citron-emu.orgq> | 2025-02-28 17:08:27 +1000 |
commit | 9b293c3a98896ea4b7cccfbfbec5ca4038790d6d (patch) | |
tree | 34284e86aaceabb0727c093081381f585508edc3 /src/shader_recompiler/backend/glsl | |
parent | 84e5fbc0899bb838ae2c813edee30b32735f4a5f (diff) |
shader_recompiler: Implement vertex count lookup for Geometry stage
Add proper handling of input topologies in the Geometry stage for all three
shader backends (GLASM, GLSL, SPIRV). This implementation uses a lookup table
approach to determine vertex counts based on input topology type (Points,
Lines, LinesAdjacency, Triangles, TrianglesAdjacency) and shifts the vertex
count by 16 bits as required by the invocation info format.
Additional changes:
- Fixed TessellationControl and TessellationEval stages to properly break
after emitting code
- Added proper header include for runtime_info.h in GLASM backend
- Improved code documentation with clear commenting patterns
This change ensures accurate geometry shader behavior across all backends,
improving compatibility with games that rely on proper vertex count reporting.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Diffstat (limited to 'src/shader_recompiler/backend/glsl')
-rw-r--r-- | src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp index fea325df9..ae10a830c 100644 --- a/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp +++ b/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp @@ -1,4 +1,5 @@ // SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project +// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include <string_view> @@ -423,6 +424,8 @@ void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) { void EmitInvocationInfo(EmitContext& ctx, IR::Inst& inst) { switch (ctx.stage) { case Stage::TessellationControl: + ctx.AddU32("{}=uint(gl_PatchVerticesIn)<<16;", inst); + break; case Stage::TessellationEval: ctx.AddU32("{}=uint(gl_PatchVerticesIn)<<16;", inst); break; @@ -430,7 +433,46 @@ void EmitInvocationInfo(EmitContext& ctx, IR::Inst& inst) { // Return sample mask in upper 16 bits ctx.AddU32("{}=uint(gl_SampleMaskIn[0])<<16;", inst); break; + case Stage::Geometry: { + // Return vertex count in upper 16 bits based on input topology + // Using a lookup table approach for vertex counts + ctx.AddU32("{}=uint(", inst); + + // Define vertex counts for each topology in a comment for clarity + ctx.Add("// Vertex counts: Points=1, Lines=2, LinesAdj=4, Triangles=3, TrianglesAdj=6\n"); + + // Use a lookup table approach in the generated GLSL code + ctx.Add("("); + + // Generate a conditional expression that acts like a lookup table + switch (ctx.runtime_info.input_topology) { + case InputTopology::Points: + ctx.Add("1"); // Points + break; + case InputTopology::Lines: + ctx.Add("2"); // Lines + break; + case InputTopology::LinesAdjacency: + ctx.Add("4"); // LinesAdjacency + break; + case InputTopology::Triangles: + ctx.Add("3"); // Triangles + break; + case InputTopology::TrianglesAdjacency: + ctx.Add("6"); // TrianglesAdjacency + break; + default: + ctx.Add("1"); // Default to Points + break; + } + + ctx.Add(")<<16);"); + break; + } case Stage::Compute: + // Return standard format (0x00ff0000) + ctx.AddU32("{}=0x00ff0000u;", inst); + break; default: // Return standard format (0x00ff0000) ctx.AddU32("{}=0x00ff0000u;", inst); |