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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
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34
src/Ryujinx.Graphics.Shader/Translation/HostCapabilities.cs
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34
src/Ryujinx.Graphics.Shader/Translation/HostCapabilities.cs
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namespace Ryujinx.Graphics.Shader.Translation
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{
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class HostCapabilities
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{
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public readonly bool ReducedPrecision;
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public readonly bool SupportsFragmentShaderInterlock;
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public readonly bool SupportsFragmentShaderOrderingIntel;
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public readonly bool SupportsGeometryShaderPassthrough;
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public readonly bool SupportsShaderBallot;
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public readonly bool SupportsShaderBarrierDivergence;
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public readonly bool SupportsTextureShadowLod;
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public readonly bool SupportsViewportMask;
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public HostCapabilities(
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bool reducedPrecision,
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bool supportsFragmentShaderInterlock,
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bool supportsFragmentShaderOrderingIntel,
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bool supportsGeometryShaderPassthrough,
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bool supportsShaderBallot,
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bool supportsShaderBarrierDivergence,
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bool supportsTextureShadowLod,
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bool supportsViewportMask)
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{
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ReducedPrecision = reducedPrecision;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsFragmentShaderOrderingIntel = supportsFragmentShaderOrderingIntel;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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SupportsShaderBallot = supportsShaderBallot;
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SupportsShaderBarrierDivergence = supportsShaderBarrierDivergence;
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SupportsTextureShadowLod = supportsTextureShadowLod;
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SupportsViewportMask = supportsViewportMask;
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}
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}
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}
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