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Metal validation requires fragment shader output types to strictly match the render target format (e.g., writing float to RGBA32Uint is invalid). This commit: 1. Adds color_output_types to RuntimeInfo. 2. Detects Integer/SignedInteger render targets in the Vulkan backend (MoltenVK only). 3. Updates the SPIR-V emitter to declare the correct output type (Uint/Sint) and bitcast values accordingly. This fixes the VK_ERROR_INITIALIZATION_FAILED crash on macOS. Co-authored-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3414 Co-authored-by: rayman30 <silentbitdev@gmail.com> Co-committed-by: rayman30 <silentbitdev@gmail.com>
116 lines
2.4 KiB
C++
116 lines
2.4 KiB
C++
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <map>
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#include <optional>
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#include <vector>
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#include "common/common_types.h"
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#include "shader_recompiler/varying_state.h"
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namespace Shader {
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enum class AttributeType : u8 {
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Float,
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SignedInt,
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UnsignedInt,
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SignedScaled,
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UnsignedScaled,
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Disabled,
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};
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enum class InputTopology {
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Points,
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Lines,
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LinesAdjacency,
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Triangles,
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TrianglesAdjacency,
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};
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struct InputTopologyVertices {
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static u32 vertices(InputTopology input_topology) {
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switch (input_topology) {
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case InputTopology::Lines:
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return 2;
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case InputTopology::LinesAdjacency:
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return 4;
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case InputTopology::Triangles:
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return 3;
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case InputTopology::TrianglesAdjacency:
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return 6;
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case InputTopology::Points:
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default:
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return 1;
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}
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}
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};
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enum class CompareFunction {
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Never,
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Less,
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Equal,
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LessThanEqual,
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Greater,
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NotEqual,
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GreaterThanEqual,
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Always,
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};
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enum class TessPrimitive {
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Isolines,
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Triangles,
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Quads,
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};
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enum class TessSpacing {
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Equal,
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FractionalOdd,
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FractionalEven,
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};
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struct TransformFeedbackVarying {
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u32 buffer{};
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u32 stride{};
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u32 offset{};
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u32 components{};
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};
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struct RuntimeInfo {
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std::array<AttributeType, 32> generic_input_types{};
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VaryingState previous_stage_stores;
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std::map<IR::Attribute, IR::Attribute> previous_stage_legacy_stores_mapping;
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bool convert_depth_mode{};
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bool force_early_z{};
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TessPrimitive tess_primitive{};
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TessSpacing tess_spacing{};
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bool tess_clockwise{};
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InputTopology input_topology{};
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std::optional<float> fixed_state_point_size;
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std::optional<CompareFunction> alpha_test_func;
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float alpha_test_reference{};
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/// Static Y negate value
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bool y_negate{};
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/// Use storage buffers instead of global pointers on GLASM
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bool glasm_use_storage_buffers{};
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/// Transform feedback state for each varying
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std::array<TransformFeedbackVarying, 256> xfb_varyings{};
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u32 xfb_count{0};
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/// Output types for each color attachment
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std::array<AttributeType, 8> color_output_types{};
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};
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} // namespace Shader
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