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https://github.com/Ryujinx/Ryujinx.git
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43b4b34376
* Initial implementation (no specialization) * Use specialization * Fix render scale, increase code gen version * Revert accidental change * Address Feedback
58 lines
2.2 KiB
C#
58 lines
2.2 KiB
C#
using Ryujinx.Common.Memory;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Shader
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{
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public struct Vector4<T>
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{
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public T X;
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public T Y;
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public T Z;
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public T W;
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}
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public struct SupportBuffer
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{
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public static int FieldSize;
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public static int RequiredSize;
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public static int FragmentAlphaTestOffset;
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public static int FragmentIsBgraOffset;
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public static int ViewportInverseOffset;
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public static int FragmentRenderScaleCountOffset;
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public static int GraphicsRenderScaleOffset;
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public static int ComputeRenderScaleOffset;
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public const int FragmentIsBgraCount = 8;
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// One for the render target, 32 for the textures, and 8 for the images.
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public const int RenderScaleMaxCount = 1 + 32 + 8;
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private static int OffsetOf<T>(ref SupportBuffer storage, ref T target)
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{
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return (int)Unsafe.ByteOffset(ref Unsafe.As<SupportBuffer, T>(ref storage), ref target);
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}
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static SupportBuffer()
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{
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FieldSize = Unsafe.SizeOf<Vector4<float>>();
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RequiredSize = Unsafe.SizeOf<SupportBuffer>();
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SupportBuffer instance = new SupportBuffer();
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FragmentAlphaTestOffset = OffsetOf(ref instance, ref instance.FragmentAlphaTest);
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FragmentIsBgraOffset = OffsetOf(ref instance, ref instance.FragmentIsBgra);
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ViewportInverseOffset = OffsetOf(ref instance, ref instance.ViewportInverse);
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FragmentRenderScaleCountOffset = OffsetOf(ref instance, ref instance.FragmentRenderScaleCount);
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GraphicsRenderScaleOffset = OffsetOf(ref instance, ref instance.RenderScale);
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ComputeRenderScaleOffset = GraphicsRenderScaleOffset + FieldSize;
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}
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public Vector4<int> FragmentAlphaTest;
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public Array8<Vector4<int>> FragmentIsBgra;
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public Vector4<float> ViewportInverse;
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public Vector4<int> FragmentRenderScaleCount;
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// Render scale max count: 1 + 32 + 8. First scale is fragment output scale, others are textures/image inputs.
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public Array41<Vector4<float>> RenderScale;
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}
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} |