mirror of
https://github.com/GreemDev/Ryujinx.git
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4218311e6a
* Fix Push Descriptors * Use push descriptor templates * Use reserved bindings * Formatting * Disable when using MVK ("my heart will go on" starts playing as thousands of mac users shed a tear in unison) * Introduce limit on push descriptor binding number The bitmask used for updating push descriptors is ulong, so only 64 bindings can be tracked for now. * Address feedback * Fix logic for binding rejection Should only offset limit when reserved bindings are less than the requested one. * Workaround pascal and older nv bug * Add GPU number detection for nvidia * Only do workaround if it's valid to do so.
132 lines
6.6 KiB
C#
132 lines
6.6 KiB
C#
using Silk.NET.Vulkan;
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using System;
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namespace Ryujinx.Graphics.Vulkan
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{
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[Flags]
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enum PortabilitySubsetFlags
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{
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None = 0,
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NoTriangleFans = 1,
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NoPointMode = 1 << 1,
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No3DImageView = 1 << 2,
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NoLodBias = 1 << 3,
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}
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readonly struct HardwareCapabilities
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{
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public readonly bool SupportsIndexTypeUint8;
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public readonly bool SupportsCustomBorderColor;
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public readonly bool SupportsBlendEquationAdvanced;
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public readonly bool SupportsBlendEquationAdvancedCorrelatedOverlap;
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public readonly bool SupportsBlendEquationAdvancedNonPreMultipliedSrcColor;
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public readonly bool SupportsBlendEquationAdvancedNonPreMultipliedDstColor;
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public readonly bool SupportsIndirectParameters;
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public readonly bool SupportsFragmentShaderInterlock;
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public readonly bool SupportsGeometryShaderPassthrough;
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public readonly bool SupportsShaderFloat64;
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public readonly bool SupportsShaderInt8;
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public readonly bool SupportsShaderStencilExport;
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public readonly bool SupportsShaderStorageImageMultisample;
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public readonly bool SupportsConditionalRendering;
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public readonly bool SupportsExtendedDynamicState;
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public readonly bool SupportsMultiView;
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public readonly bool SupportsNullDescriptors;
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public readonly bool SupportsPushDescriptors;
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public readonly uint MaxPushDescriptors;
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public readonly bool SupportsPrimitiveTopologyListRestart;
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public readonly bool SupportsPrimitiveTopologyPatchListRestart;
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public readonly bool SupportsTransformFeedback;
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public readonly bool SupportsTransformFeedbackQueries;
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public readonly bool SupportsPreciseOcclusionQueries;
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public readonly bool SupportsPipelineStatisticsQuery;
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public readonly bool SupportsGeometryShader;
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public readonly bool SupportsTessellationShader;
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public readonly bool SupportsViewportArray2;
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public readonly bool SupportsHostImportedMemory;
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public readonly bool SupportsDepthClipControl;
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public readonly uint SubgroupSize;
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public readonly SampleCountFlags SupportedSampleCounts;
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public readonly PortabilitySubsetFlags PortabilitySubset;
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public readonly uint VertexBufferAlignment;
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public readonly uint SubTexelPrecisionBits;
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public readonly ulong MinResourceAlignment;
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public HardwareCapabilities(
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bool supportsIndexTypeUint8,
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bool supportsCustomBorderColor,
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bool supportsBlendEquationAdvanced,
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bool supportsBlendEquationAdvancedCorrelatedOverlap,
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bool supportsBlendEquationAdvancedNonPreMultipliedSrcColor,
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bool supportsBlendEquationAdvancedNonPreMultipliedDstColor,
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bool supportsIndirectParameters,
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bool supportsFragmentShaderInterlock,
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bool supportsGeometryShaderPassthrough,
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bool supportsShaderFloat64,
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bool supportsShaderInt8,
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bool supportsShaderStencilExport,
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bool supportsShaderStorageImageMultisample,
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bool supportsConditionalRendering,
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bool supportsExtendedDynamicState,
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bool supportsMultiView,
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bool supportsNullDescriptors,
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bool supportsPushDescriptors,
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uint maxPushDescriptors,
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bool supportsPrimitiveTopologyListRestart,
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bool supportsPrimitiveTopologyPatchListRestart,
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bool supportsTransformFeedback,
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bool supportsTransformFeedbackQueries,
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bool supportsPreciseOcclusionQueries,
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bool supportsPipelineStatisticsQuery,
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bool supportsGeometryShader,
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bool supportsTessellationShader,
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bool supportsViewportArray2,
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bool supportsHostImportedMemory,
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bool supportsDepthClipControl,
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uint subgroupSize,
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SampleCountFlags supportedSampleCounts,
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PortabilitySubsetFlags portabilitySubset,
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uint vertexBufferAlignment,
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uint subTexelPrecisionBits,
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ulong minResourceAlignment)
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{
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SupportsIndexTypeUint8 = supportsIndexTypeUint8;
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SupportsCustomBorderColor = supportsCustomBorderColor;
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SupportsBlendEquationAdvanced = supportsBlendEquationAdvanced;
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SupportsBlendEquationAdvancedCorrelatedOverlap = supportsBlendEquationAdvancedCorrelatedOverlap;
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SupportsBlendEquationAdvancedNonPreMultipliedSrcColor = supportsBlendEquationAdvancedNonPreMultipliedSrcColor;
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SupportsBlendEquationAdvancedNonPreMultipliedDstColor = supportsBlendEquationAdvancedNonPreMultipliedDstColor;
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SupportsIndirectParameters = supportsIndirectParameters;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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SupportsShaderFloat64 = supportsShaderFloat64;
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SupportsShaderInt8 = supportsShaderInt8;
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SupportsShaderStencilExport = supportsShaderStencilExport;
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SupportsShaderStorageImageMultisample = supportsShaderStorageImageMultisample;
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SupportsConditionalRendering = supportsConditionalRendering;
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SupportsExtendedDynamicState = supportsExtendedDynamicState;
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SupportsMultiView = supportsMultiView;
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SupportsNullDescriptors = supportsNullDescriptors;
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SupportsPushDescriptors = supportsPushDescriptors;
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MaxPushDescriptors = maxPushDescriptors;
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SupportsPrimitiveTopologyListRestart = supportsPrimitiveTopologyListRestart;
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SupportsPrimitiveTopologyPatchListRestart = supportsPrimitiveTopologyPatchListRestart;
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SupportsTransformFeedback = supportsTransformFeedback;
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SupportsTransformFeedbackQueries = supportsTransformFeedbackQueries;
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SupportsPreciseOcclusionQueries = supportsPreciseOcclusionQueries;
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SupportsPipelineStatisticsQuery = supportsPipelineStatisticsQuery;
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SupportsGeometryShader = supportsGeometryShader;
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SupportsTessellationShader = supportsTessellationShader;
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SupportsViewportArray2 = supportsViewportArray2;
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SupportsHostImportedMemory = supportsHostImportedMemory;
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SupportsDepthClipControl = supportsDepthClipControl;
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SubgroupSize = subgroupSize;
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SupportedSampleCounts = supportedSampleCounts;
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PortabilitySubset = portabilitySubset;
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VertexBufferAlignment = vertexBufferAlignment;
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SubTexelPrecisionBits = subTexelPrecisionBits;
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MinResourceAlignment = minResourceAlignment;
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}
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}
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}
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