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* Move gl_Layer from vertex to geometry if GPU does not support it on vertex * Shader cache version bump * PR feedback
109 lines
5.1 KiB
C#
109 lines
5.1 KiB
C#
using Ryujinx.Graphics.Shader.Translation;
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namespace Ryujinx.Graphics.GAL
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{
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public struct Capabilities
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{
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public readonly TargetApi Api;
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public readonly string VendorName;
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public readonly bool HasFrontFacingBug;
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public readonly bool HasVectorIndexingBug;
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public readonly bool SupportsAstcCompression;
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public readonly bool SupportsBc123Compression;
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public readonly bool SupportsBc45Compression;
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public readonly bool SupportsBc67Compression;
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public readonly bool Supports3DTextureCompression;
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public readonly bool SupportsBgraFormat;
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public readonly bool SupportsR4G4Format;
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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 SupportsImageLoadFormatted;
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public readonly bool SupportsLayerVertexTessellation;
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public readonly bool SupportsMismatchingViewFormat;
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public readonly bool SupportsCubemapView;
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public readonly bool SupportsNonConstantTextureOffset;
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public readonly bool SupportsShaderBallot;
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public readonly bool SupportsTextureShadowLod;
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public readonly bool SupportsViewportIndex;
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public readonly bool SupportsViewportSwizzle;
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public readonly bool SupportsIndirectParameters;
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public readonly uint MaximumUniformBuffersPerStage;
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public readonly uint MaximumStorageBuffersPerStage;
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public readonly uint MaximumTexturesPerStage;
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public readonly uint MaximumImagesPerStage;
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public readonly int MaximumComputeSharedMemorySize;
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public readonly float MaximumSupportedAnisotropy;
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public readonly int StorageBufferOffsetAlignment;
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public Capabilities(
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TargetApi api,
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string vendorName,
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bool hasFrontFacingBug,
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bool hasVectorIndexingBug,
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bool supportsAstcCompression,
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bool supportsBc123Compression,
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bool supportsBc45Compression,
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bool supportsBc67Compression,
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bool supports3DTextureCompression,
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bool supportsBgraFormat,
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bool supportsR4G4Format,
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bool supportsFragmentShaderInterlock,
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bool supportsFragmentShaderOrderingIntel,
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bool supportsGeometryShaderPassthrough,
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bool supportsImageLoadFormatted,
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bool supportsLayerVertexTessellation,
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bool supportsMismatchingViewFormat,
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bool supportsCubemapView,
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bool supportsNonConstantTextureOffset,
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bool supportsShaderBallot,
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bool supportsTextureShadowLod,
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bool supportsViewportIndex,
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bool supportsViewportSwizzle,
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bool supportsIndirectParameters,
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uint maximumUniformBuffersPerStage,
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uint maximumStorageBuffersPerStage,
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uint maximumTexturesPerStage,
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uint maximumImagesPerStage,
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int maximumComputeSharedMemorySize,
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float maximumSupportedAnisotropy,
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int storageBufferOffsetAlignment)
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{
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Api = api;
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VendorName = vendorName;
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HasFrontFacingBug = hasFrontFacingBug;
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HasVectorIndexingBug = hasVectorIndexingBug;
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SupportsAstcCompression = supportsAstcCompression;
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SupportsBc123Compression = supportsBc123Compression;
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SupportsBc45Compression = supportsBc45Compression;
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SupportsBc67Compression = supportsBc67Compression;
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Supports3DTextureCompression = supports3DTextureCompression;
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SupportsBgraFormat = supportsBgraFormat;
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SupportsR4G4Format = supportsR4G4Format;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsFragmentShaderOrderingIntel = supportsFragmentShaderOrderingIntel;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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SupportsImageLoadFormatted = supportsImageLoadFormatted;
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SupportsLayerVertexTessellation = supportsLayerVertexTessellation;
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SupportsMismatchingViewFormat = supportsMismatchingViewFormat;
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SupportsCubemapView = supportsCubemapView;
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SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
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SupportsShaderBallot = supportsShaderBallot;
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SupportsTextureShadowLod = supportsTextureShadowLod;
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SupportsViewportIndex = supportsViewportIndex;
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SupportsViewportSwizzle = supportsViewportSwizzle;
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SupportsIndirectParameters = supportsIndirectParameters;
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MaximumUniformBuffersPerStage = maximumUniformBuffersPerStage;
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MaximumStorageBuffersPerStage = maximumStorageBuffersPerStage;
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MaximumTexturesPerStage = maximumTexturesPerStage;
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MaximumImagesPerStage = maximumImagesPerStage;
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MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
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MaximumSupportedAnisotropy = maximumSupportedAnisotropy;
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StorageBufferOffsetAlignment = storageBufferOffsetAlignment;
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}
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}
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} |