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ryujinx-final/Ryujinx.Graphics.Shader/IGpuAccessor.cs

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namespace Ryujinx.Graphics.Shader
{
public interface IGpuAccessor
{
public void Log(string message)
{
// No default log output.
}
T MemoryRead<T>(ulong address) where T : unmanaged;
public int QueryComputeLocalSizeX()
{
return 1;
}
public int QueryComputeLocalSizeY()
{
return 1;
}
public int QueryComputeLocalSizeZ()
{
return 1;
}
public int QueryComputeLocalMemorySize()
{
return 0x1000;
}
public int QueryComputeSharedMemorySize()
{
return 0xc000;
}
public bool QueryIsTextureBuffer(int handle)
{
return false;
}
public bool QueryIsTextureRectangle(int handle)
{
return false;
}
public InputTopology QueryPrimitiveTopology()
{
return InputTopology.Points;
}
public int QueryStorageBufferOffsetAlignment()
{
return 16;
}
public bool QuerySupportsImageLoadFormatted()
{
return true;
}
public bool QuerySupportsNonConstantTextureOffset()
{
return true;
}
public bool QuerySupportsViewportSwizzle()
{
return true;
}
public TextureFormat QueryTextureFormat(int handle)
{
return TextureFormat.R8G8B8A8Unorm;
}
public int QueryViewportSwizzle(int component)
{
// Bit 0: Negate flag.
// Bits 2-1: Component.
// Example: 0b110 = W, 0b111 = -W, 0b000 = X, 0b010 = Y etc.
return component << 1;
}
}
}