From d9a18919b051a3cfa4b3c9f5f2a2fb0e8eecfcd5 Mon Sep 17 00:00:00 2001 From: Nicolas Abram Date: Wed, 13 Mar 2024 17:26:19 -0300 Subject: Fix geometry shader passthrough issue (#6462) * Fix geometry shader passthrough issue (Diagnosed by gdkchan) * Fix whitespace formatting * Fix whitespace formatting * Bump shader cache version * Don't apply PassthroughNV decorations to output geometry shader variables --- src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'src/Ryujinx.Graphics.Shader/CodeGen') diff --git a/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs b/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs index 4ff61d9f..b7482425 100644 --- a/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs +++ b/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Declarations.cs @@ -356,6 +356,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv context.AddGlobalVariable(perVertexInputVariable); context.Inputs.Add(new IoDefinition(StorageKind.Input, IoVariable.Position), perVertexInputVariable); + + if (context.Definitions.Stage == ShaderStage.Geometry && + context.Definitions.GpPassthrough && + context.HostCapabilities.SupportsGeometryShaderPassthrough) + { + context.MemberDecorate(perVertexInputStructType, 0, Decoration.PassthroughNV); + context.MemberDecorate(perVertexInputStructType, 1, Decoration.PassthroughNV); + context.MemberDecorate(perVertexInputStructType, 2, Decoration.PassthroughNV); + context.MemberDecorate(perVertexInputStructType, 3, Decoration.PassthroughNV); + } } var perVertexOutputStructType = CreatePerVertexStructType(context); -- cgit v1.2.3