Ryujinx/Ryujinx.Graphics.Shader/Translation/AttributeConsts.cs
gdkchan d512ce122c
Initial tessellation shader support (#2534)
* Initial tessellation shader support

* Nits

* Re-arrange built-in table

* This is not needed anymore

* PR feedback
2021-10-18 18:38:04 -03:00

73 lines
3.0 KiB
C#

namespace Ryujinx.Graphics.Shader.Translation
{
static class AttributeConsts
{
public const int TessLevelOuter0 = 0x000;
public const int TessLevelOuter1 = 0x004;
public const int TessLevelOuter2 = 0x008;
public const int TessLevelOuter3 = 0x00c;
public const int TessLevelInner0 = 0x010;
public const int TessLevelInner1 = 0x014;
public const int Layer = 0x064;
public const int PointSize = 0x06c;
public const int PositionX = 0x070;
public const int PositionY = 0x074;
public const int PositionZ = 0x078;
public const int PositionW = 0x07c;
public const int ClipDistance0 = 0x2c0;
public const int ClipDistance1 = 0x2c4;
public const int ClipDistance2 = 0x2c8;
public const int ClipDistance3 = 0x2cc;
public const int ClipDistance4 = 0x2d0;
public const int ClipDistance5 = 0x2d4;
public const int ClipDistance6 = 0x2d8;
public const int ClipDistance7 = 0x2dc;
public const int PointCoordX = 0x2e0;
public const int PointCoordY = 0x2e4;
public const int TessCoordX = 0x2f0;
public const int TessCoordY = 0x2f4;
public const int InstanceId = 0x2f8;
public const int VertexId = 0x2fc;
public const int FrontFacing = 0x3fc;
public const int UserAttributesCount = 32;
public const int UserAttributeBase = 0x80;
public const int UserAttributeEnd = UserAttributeBase + UserAttributesCount * 16;
public const int LoadOutputMask = 1 << 30;
public const int Mask = 0x3fffffff;
// Note: Those attributes are used internally by the translator
// only, they don't exist on Maxwell.
public const int SpecialMask = 0xf << 24;
public const int FragmentOutputDepth = 0x1000000;
public const int FragmentOutputColorBase = 0x1000010;
public const int FragmentOutputColorEnd = FragmentOutputColorBase + 8 * 16;
public const int FragmentOutputIsBgraBase = 0x1000100;
public const int FragmentOutputIsBgraEnd = FragmentOutputIsBgraBase + 8 * 4;
public const int ThreadIdX = 0x2000000;
public const int ThreadIdY = 0x2000004;
public const int ThreadIdZ = 0x2000008;
public const int CtaIdX = 0x2000010;
public const int CtaIdY = 0x2000014;
public const int CtaIdZ = 0x2000018;
public const int LaneId = 0x2000020;
public const int InvocationId = 0x2000024;
public const int PrimitiveId = 0x2000028;
public const int PatchVerticesIn = 0x200002c;
public const int EqMask = 0x2000030;
public const int GeMask = 0x2000034;
public const int GtMask = 0x2000038;
public const int LeMask = 0x200003c;
public const int LtMask = 0x2000040;
public const int ThreadKill = 0x2000044;
}
}