mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 11:38:33 +00:00
d9d18439f6
* Use a new approach for shader BRX targets * Make shader cache actually work * Improve the shader pattern matching a bit * Extend LDC search to predecessor blocks, catches more cases * Nit * Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers * Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
98 lines
1.8 KiB
C#
98 lines
1.8 KiB
C#
namespace Ryujinx.Graphics.Shader
|
|
{
|
|
public interface IGpuAccessor
|
|
{
|
|
void Log(string message)
|
|
{
|
|
// No default log output.
|
|
}
|
|
|
|
uint ConstantBuffer1Read(int offset)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
T MemoryRead<T>(ulong address) where T : unmanaged;
|
|
|
|
bool MemoryMapped(ulong address)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int QueryComputeLocalSizeX()
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
int QueryComputeLocalSizeY()
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
int QueryComputeLocalSizeZ()
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
int QueryComputeLocalMemorySize()
|
|
{
|
|
return 0x1000;
|
|
}
|
|
|
|
int QueryComputeSharedMemorySize()
|
|
{
|
|
return 0xc000;
|
|
}
|
|
|
|
uint QueryConstantBufferUse()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
InputTopology QueryPrimitiveTopology()
|
|
{
|
|
return InputTopology.Points;
|
|
}
|
|
|
|
int QueryStorageBufferOffsetAlignment()
|
|
{
|
|
return 16;
|
|
}
|
|
|
|
bool QuerySupportsImageLoadFormatted()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool QuerySupportsNonConstantTextureOffset()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool QuerySupportsTextureShadowLod()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
|
|
{
|
|
return TextureFormat.R8G8B8A8Unorm;
|
|
}
|
|
|
|
bool QueryEarlyZForce()
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|