mirror of https://git.citron-emu.org/citron/emu
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> |
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glasm | ||
glsl | ||
spirv | ||
bindings.h |