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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/video_core/fsr.h | |
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/video_core/fsr.h')
0 files changed, 0 insertions, 0 deletions