shader: Rework varyings and implement passthrough geometry shaders

Put all varyings into a single std::bitset with helpers to access it.

Implement passthrough geometry shaders using host's.
This commit is contained in:
ReinUsesLisp
2021-06-24 02:41:09 -03:00
committed by ameerj
parent 4f052a1f39
commit 7dafa96ab5
29 changed files with 351 additions and 337 deletions

View File

@ -961,7 +961,11 @@ public:
SamplerIndex sampler_index;
INSERT_PADDING_WORDS_NOINIT(0x25);
INSERT_PADDING_WORDS_NOINIT(0x2);
std::array<u32, 8> gp_passthrough_mask;
INSERT_PADDING_WORDS_NOINIT(0x1B);
u32 depth_test_enable;
@ -1628,6 +1632,7 @@ ASSERT_REG_POSITION(zeta_width, 0x48a);
ASSERT_REG_POSITION(zeta_height, 0x48b);
ASSERT_REG_POSITION(zeta_depth, 0x48c);
ASSERT_REG_POSITION(sampler_index, 0x48D);
ASSERT_REG_POSITION(gp_passthrough_mask, 0x490);
ASSERT_REG_POSITION(depth_test_enable, 0x4B3);
ASSERT_REG_POSITION(independent_blend_enable, 0x4B9);
ASSERT_REG_POSITION(depth_write_enabled, 0x4BA);