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https://github.com/Ryujinx/Ryujinx.git
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33a4d7d1ba
* Eliminate CB0 accesses Still some work to do, decouple from hle? * Forgot the important part somehow * Fix and improve alignment test * Address Feedback * Remove some complexity when checking storage buffer alignment * Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
142 lines
5.9 KiB
C#
142 lines
5.9 KiB
C#
using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// State used by the <see cref="GpuAccessor"/>.
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/// </summary>
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struct GpuChannelGraphicsState
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{
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// New fields should be added to the end of the struct to keep disk shader cache compatibility.
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/// <summary>
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/// Early Z force enable.
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/// </summary>
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public readonly bool EarlyZForce;
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/// <summary>
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/// Primitive topology of current draw.
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/// </summary>
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public readonly PrimitiveTopology Topology;
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/// <summary>
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/// Tessellation mode.
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/// </summary>
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public readonly TessMode TessellationMode;
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/// <summary>
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/// Indicates whether alpha-to-coverage is enabled.
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/// </summary>
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public readonly bool AlphaToCoverageEnable;
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/// <summary>
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/// Indicates whether alpha-to-coverage dithering is enabled.
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/// </summary>
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public readonly bool AlphaToCoverageDitherEnable;
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/// <summary>
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/// Indicates whether the viewport transform is disabled.
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/// </summary>
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public readonly bool ViewportTransformDisable;
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/// <summary>
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/// Depth mode zero to one or minus one to one.
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/// </summary>
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public readonly bool DepthMode;
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/// <summary>
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/// Indicates if the point size is set on the shader or is fixed.
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/// </summary>
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public readonly bool ProgramPointSizeEnable;
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/// <summary>
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/// Point size used if <see cref="ProgramPointSizeEnable" /> is false.
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/// </summary>
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public readonly float PointSize;
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/// <summary>
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/// Indicates whether alpha test is enabled.
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/// </summary>
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public readonly bool AlphaTestEnable;
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/// <summary>
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/// When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded.
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/// </summary>
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public readonly CompareOp AlphaTestCompare;
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/// <summary>
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/// When alpha test is enabled, indicates the value to compare with the fragment output alpha.
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/// </summary>
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public readonly float AlphaTestReference;
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/// <summary>
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/// Type of the vertex attributes consumed by the shader.
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/// </summary>
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public Array32<AttributeType> AttributeTypes;
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/// <summary>
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/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
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/// </summary>
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public readonly bool HasConstantBufferDrawParameters;
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/// <summary>
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/// Indicates that any storage buffer use is unaligned.
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/// </summary>
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public readonly bool HasUnalignedStorageBuffer;
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/// <summary>
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/// Creates a new GPU graphics state.
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/// </summary>
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/// <param name="earlyZForce">Early Z force enable</param>
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/// <param name="topology">Primitive topology</param>
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/// <param name="tessellationMode">Tessellation mode</param>
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/// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
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/// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
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/// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
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/// <param name="depthMode">Depth mode zero to one or minus one to one</param>
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/// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
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/// <param name="pointSize">Point size if not set from shader</param>
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/// <param name="alphaTestEnable">Indicates whether alpha test is enabled</param>
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/// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
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/// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
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/// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
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/// <param name="hasConstantBufferDrawParameters">Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0</param>
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/// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
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public GpuChannelGraphicsState(
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bool earlyZForce,
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PrimitiveTopology topology,
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TessMode tessellationMode,
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bool alphaToCoverageEnable,
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bool alphaToCoverageDitherEnable,
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bool viewportTransformDisable,
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bool depthMode,
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bool programPointSizeEnable,
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float pointSize,
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bool alphaTestEnable,
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CompareOp alphaTestCompare,
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float alphaTestReference,
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ref Array32<AttributeType> attributeTypes,
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bool hasConstantBufferDrawParameters,
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bool hasUnalignedStorageBuffer)
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{
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EarlyZForce = earlyZForce;
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Topology = topology;
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TessellationMode = tessellationMode;
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AlphaToCoverageEnable = alphaToCoverageEnable;
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AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
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ViewportTransformDisable = viewportTransformDisable;
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DepthMode = depthMode;
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ProgramPointSizeEnable = programPointSizeEnable;
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PointSize = pointSize;
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AlphaTestEnable = alphaTestEnable;
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AlphaTestCompare = alphaTestCompare;
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AlphaTestReference = alphaTestReference;
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AttributeTypes = attributeTypes;
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HasConstantBufferDrawParameters = hasConstantBufferDrawParameters;
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HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
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}
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}
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} |