mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-29 02:16:00 +00:00
f0b00c1ae9
* Fix TXQ for 3D textures. Assumes the texture is 3D if the component mask contains Z. This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2. May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache. * Get sampler type for TextureSize from bound textures.
109 lines
2.1 KiB
C#
109 lines
2.1 KiB
C#
using Ryujinx.Graphics.Shader.Decoders;
|
|
|
|
namespace Ryujinx.Graphics.Shader
|
|
{
|
|
public interface IGpuAccessor
|
|
{
|
|
void Log(string message)
|
|
{
|
|
// No default log output.
|
|
}
|
|
|
|
uint ConstantBuffer1Read(int offset)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
T MemoryRead<T>(ulong address) where T : unmanaged;
|
|
|
|
bool MemoryMapped(ulong address)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int QueryComputeLocalSizeX()
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
int QueryComputeLocalSizeY()
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
int QueryComputeLocalSizeZ()
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
int QueryComputeLocalMemorySize()
|
|
{
|
|
return 0x1000;
|
|
}
|
|
|
|
int QueryComputeSharedMemorySize()
|
|
{
|
|
return 0xc000;
|
|
}
|
|
|
|
uint QueryConstantBufferUse()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
bool QueryHostHasFrontFacingBug()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool QueryHostHasVectorIndexingBug()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int QueryHostStorageBufferOffsetAlignment()
|
|
{
|
|
return 16;
|
|
}
|
|
|
|
bool QueryHostSupportsImageLoadFormatted()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool QueryHostSupportsNonConstantTextureOffset()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool QueryHostSupportsTextureShadowLod()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
|
|
{
|
|
return SamplerType.Texture2D;
|
|
}
|
|
|
|
bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
InputTopology QueryPrimitiveTopology()
|
|
{
|
|
return InputTopology.Points;
|
|
}
|
|
|
|
TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
|
|
{
|
|
return TextureFormat.R8G8B8A8Unorm;
|
|
}
|
|
|
|
bool QueryEarlyZForce()
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|