mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 09:53:35 +01:00
Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor (#2542)
* Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor * Shader cache version bump
This commit is contained in:
parent
d44d8f2eb6
commit
3148c0c21c
4 changed files with 43 additions and 59 deletions
|
@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <summary>
|
||||
/// Represents a GPU state and memory accessor.
|
||||
/// </summary>
|
||||
class GpuAccessor : TextureDescriptorCapableGpuAccessor
|
||||
class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
|
||||
{
|
||||
private readonly GpuChannel _channel;
|
||||
private readonly GpuAccessorState _state;
|
||||
|
|
|
@ -1,55 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a GPU state and memory accessor.
|
||||
/// </summary>
|
||||
class GpuAccessorBase
|
||||
{
|
||||
private readonly GpuContext _context;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the GPU state accessor.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context</param>
|
||||
public GpuAccessorBase(GpuContext context)
|
||||
{
|
||||
_context = context;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries host about the presence of the FrontFacing built-in variable bug.
|
||||
/// </summary>
|
||||
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
|
||||
public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host about the presence of the vector indexing bug.
|
||||
/// </summary>
|
||||
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
|
||||
public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host storage buffer alignment required.
|
||||
/// </summary>
|
||||
/// <returns>Host storage buffer alignment in bytes</returns>
|
||||
public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host support for readable images without a explicit format declaration on the shader.
|
||||
/// </summary>
|
||||
/// <returns>True if formatted image load is supported, false otherwise</returns>
|
||||
public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host GPU non-constant texture offset support.
|
||||
/// </summary>
|
||||
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
|
||||
public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host GPU texture shadow LOD support.
|
||||
/// </summary>
|
||||
/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
|
||||
public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
|
||||
}
|
||||
}
|
|
@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <summary>
|
||||
/// Version of the codegen (to be changed when codegen or guest format change).
|
||||
/// </summary>
|
||||
private const ulong ShaderCodeGenVersion = 2540;
|
||||
private const ulong ShaderCodeGenVersion = 2542;
|
||||
|
||||
// Progress reporting helpers
|
||||
private volatile int _shaderCount;
|
||||
|
|
|
@ -4,16 +4,55 @@ using Ryujinx.Graphics.Shader;
|
|||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
abstract class TextureDescriptorCapableGpuAccessor : GpuAccessorBase, IGpuAccessor
|
||||
abstract class TextureDescriptorCapableGpuAccessor : IGpuAccessor
|
||||
{
|
||||
public TextureDescriptorCapableGpuAccessor(GpuContext context) : base(context)
|
||||
private readonly GpuContext _context;
|
||||
|
||||
public TextureDescriptorCapableGpuAccessor(GpuContext context)
|
||||
{
|
||||
_context = context;
|
||||
}
|
||||
|
||||
public abstract T MemoryRead<T>(ulong address) where T : unmanaged;
|
||||
|
||||
public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot);
|
||||
|
||||
/// <summary>
|
||||
/// Queries host about the presence of the FrontFacing built-in variable bug.
|
||||
/// </summary>
|
||||
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
|
||||
public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host about the presence of the vector indexing bug.
|
||||
/// </summary>
|
||||
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
|
||||
public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host storage buffer alignment required.
|
||||
/// </summary>
|
||||
/// <returns>Host storage buffer alignment in bytes</returns>
|
||||
public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host support for readable images without a explicit format declaration on the shader.
|
||||
/// </summary>
|
||||
/// <returns>True if formatted image load is supported, false otherwise</returns>
|
||||
public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host GPU non-constant texture offset support.
|
||||
/// </summary>
|
||||
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
|
||||
public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host GPU texture shadow LOD support.
|
||||
/// </summary>
|
||||
/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
|
||||
public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
|
||||
|
||||
/// <summary>
|
||||
/// Queries texture format information, for shaders using image load or store.
|
||||
/// </summary>
|
||||
|
|
Loading…
Reference in a new issue