set primitive count in mesh shaders

This commit is contained in:
Samuliak 2024-08-20 17:33:55 +02:00
parent 46269c0069
commit 9679c6b7e8
2 changed files with 10 additions and 4 deletions

View File

@ -3849,7 +3849,7 @@ void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext,
// Will also modify vid in case of an indexed draw
src->add("VertexIn fetchInput(VERTEX_BUFFER_DEFINITIONS, thread uint& vid);" _CRLF);
functionType = "[[object, max_total_threads_per_threadgroup(MAX_THREADS_PER_THREADGROUP), max_total_threadgroups_per_mesh_grid(1)]]";
functionType = "[[object, max_total_threads_per_threadgroup(VERTICES_PER_PRIMITIVE), max_total_threadgroups_per_mesh_grid(1)]]";
outputTypeName = "void";
}
else
@ -3876,7 +3876,7 @@ void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext,
if (shader->shaderType == LatteConst::ShaderType::Vertex)
{
// Calculate the imaginary vertex id
src->add("uint vid = tig * PRIMITIVE_VERTEX_COUNT + tid;" _CRLF);
src->add("uint vid = tig * VERTICES_PER_PRIMITIVE + tid;" _CRLF);
// TODO: don't hardcode the instance index
src->add("uint iid = 0;" _CRLF);
// Fetch the input
@ -4145,6 +4145,10 @@ void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext,
src->add("meshGridProperties.set_threadgroups_per_grid(uint3(1, 1, 1));" _CRLF);
src->add("}" _CRLF);
}
else if (shader->shaderType == LatteConst::ShaderType::Geometry)
{
src->add("mesh.set_primitive_count(vertexIndex / VERTICES_PER_PRIMITIVE);" _CRLF);
}
}
else
{

View File

@ -303,7 +303,7 @@ namespace LatteDecompiler
src->addFmt("int4 passParameterSem{};" _CRLF, f);
src->add("};" _CRLF _CRLF);
src->add("struct ObjectPayload {" _CRLF);
src->add("VertexOut vertexOut[PRIMITIVE_VERTEX_COUNT];" _CRLF);
src->add("VertexOut vertexOut[VERTICES_PER_PRIMITIVE];" _CRLF);
src->add("};" _CRLF _CRLF);
}
if (decompilerContext->shaderType == LatteConst::ShaderType::Geometry)
@ -325,8 +325,10 @@ namespace LatteDecompiler
}
src->add("};" _CRLF _CRLF);
const uint32 MAX_PRIMITIVE_COUNT = 8;
// Define the mesh shader output type
src->add("using MeshType = mesh<GeometryOut, void, MAX_PRIMITIVE_COUNT * PRIMITIVE_VERTEX_COUNT, MAX_PRIMITIVE_COUNT, topology::PRIMITIVE_TYPE>;" _CRLF);
src->addFmt("using MeshType = mesh<GeometryOut, void, {} * VERTICES_PER_PRIMITIVE, {}, topology::PRIMITIVE_TYPE>;" _CRLF, MAX_PRIMITIVE_COUNT, MAX_PRIMITIVE_COUNT);
}
}
}