Shader: Store AttributeBuffers in GS output buffer
This also does the output masking early at EMIT time, instead of when a triangle is sent to the vertex handler.
This commit is contained in:
@ -72,7 +72,7 @@ static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has inva
|
||||
* This structure contains state information for primitive emitting in geometry shader.
|
||||
*/
|
||||
struct GSEmitter {
|
||||
std::array<std::array<Math::Vec4<float24>, 16>, 3> buffer;
|
||||
std::array<AttributeBuffer, 3> buffer;
|
||||
u8 vertex_id;
|
||||
bool prim_emit;
|
||||
bool winding;
|
||||
@ -87,7 +87,7 @@ struct GSEmitter {
|
||||
|
||||
GSEmitter();
|
||||
~GSEmitter();
|
||||
void Emit(Math::Vec4<float24> (&vertex)[16]);
|
||||
void Emit(Math::Vec4<float24> (&output_regs)[16]);
|
||||
};
|
||||
static_assert(std::is_standard_layout<GSEmitter>::value, "GSEmitter is not standard layout type");
|
||||
|
||||
|
Reference in New Issue
Block a user