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https://github.com/GreemDev/Ryujinx.git
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7e967d796c
* Stop using glTransformFeedbackVarying and use explicit layout on the shader * This is no longer needed * Shader cache version bump * Fix gl_PerVertex output for tessellation control shaders
72 lines
No EOL
2.5 KiB
C#
72 lines
No EOL
2.5 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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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 GpuAccessorState
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{
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/// <summary>
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/// GPU virtual address of the texture pool.
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/// </summary>
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public ulong TexturePoolGpuVa { get; }
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/// <summary>
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/// Maximum ID of the texture pool.
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/// </summary>
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public int TexturePoolMaximumId { get; }
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/// <summary>
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/// Constant buffer slot where the texture handles are located.
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/// </summary>
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public int TextureBufferIndex { get; }
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/// <summary>
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/// Early Z force enable.
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/// </summary>
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public bool EarlyZForce { get; }
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/// <summary>
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/// Primitive topology of current draw.
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/// </summary>
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public PrimitiveTopology Topology { get; }
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/// <summary>
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/// Tessellation mode.
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/// </summary>
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public TessMode TessellationMode { get; }
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/// <summary>
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/// Transform feedback information, if the shader uses transform feedback. Otherwise, should be null.
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/// </summary>
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public TransformFeedbackDescriptor[] TransformFeedbackDescriptors { get; set; }
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/// <summary>
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/// Creates a new instance of the GPU accessor state.
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/// </summary>
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/// <param name="texturePoolGpuVa">GPU virtual address of the texture pool</param>
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/// <param name="texturePoolMaximumId">Maximum ID of the texture pool</param>
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/// <param name="textureBufferIndex">Constant buffer slot where the texture handles are located</param>
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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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public GpuAccessorState(
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ulong texturePoolGpuVa,
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int texturePoolMaximumId,
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int textureBufferIndex,
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bool earlyZForce,
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PrimitiveTopology topology,
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TessMode tessellationMode)
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{
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TexturePoolGpuVa = texturePoolGpuVa;
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TexturePoolMaximumId = texturePoolMaximumId;
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TextureBufferIndex = textureBufferIndex;
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EarlyZForce = earlyZForce;
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Topology = topology;
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TessellationMode = tessellationMode;
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TransformFeedbackDescriptors = null;
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}
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}
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} |