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Ryujinx/src/Ryujinx.Graphics.Shader/Translation/HostCapabilities.cs
gdkchan b423197619
Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig

* Stop using ShaderConfig on backends

* Replace ShaderConfig usages on Translator and passes

* Move remaining properties out of ShaderConfig and delete ShaderConfig

* Remove ResourceManager property from TranslatorContext

* Move Rewriter passes to separate transform pass files

* Fix TransformPasses.RunPass on cases where a node is removed

* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage

* Reduce excessive parameter passing a bit by using structs more

* Remove binding parameter from ShaderProperties methods since it is redundant

* Replace decoder instruction checks with switch statement

* Put GLSL on the same plan as SPIR-V for input/output declaration

* Stop mutating TranslatorContext state when Translate is called

* Pass most of the graphics state using a struct instead of individual query methods

* Auto-format

* Auto-format

* Add backend logging interface

* Auto-format

* Remove unnecessary use of interpolated strings

* Remove more modifications of AttributeUsage after decode

* PR feedback

* gl_Layer is not supported on compute
2023-08-13 22:26:42 -03:00

34 lines
1.5 KiB
C#

namespace Ryujinx.Graphics.Shader.Translation
{
class HostCapabilities
{
public readonly bool ReducedPrecision;
public readonly bool SupportsFragmentShaderInterlock;
public readonly bool SupportsFragmentShaderOrderingIntel;
public readonly bool SupportsGeometryShaderPassthrough;
public readonly bool SupportsShaderBallot;
public readonly bool SupportsShaderBarrierDivergence;
public readonly bool SupportsTextureShadowLod;
public readonly bool SupportsViewportMask;
public HostCapabilities(
bool reducedPrecision,
bool supportsFragmentShaderInterlock,
bool supportsFragmentShaderOrderingIntel,
bool supportsGeometryShaderPassthrough,
bool supportsShaderBallot,
bool supportsShaderBarrierDivergence,
bool supportsTextureShadowLod,
bool supportsViewportMask)
{
ReducedPrecision = reducedPrecision;
SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
SupportsFragmentShaderOrderingIntel = supportsFragmentShaderOrderingIntel;
SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
SupportsShaderBallot = supportsShaderBallot;
SupportsShaderBarrierDivergence = supportsShaderBarrierDivergence;
SupportsTextureShadowLod = supportsTextureShadowLod;
SupportsViewportMask = supportsViewportMask;
}
}
}