Ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderHeader.cs
ReinUsesLisp cd203e98f2 Implement Geometry shaders (#280)
* Implement Geometry shaders

* Add EmitVertex() and EndPrimitive()

* Read output geometry data from header

* Stub Vmad

* Add Iadd_I32

* Stub Mov_S (S2R)

* Stub Isberd

* Change vertex index to gpr39 in Abuf

* Add stub messages for consistency

* Do not print input block when there is no attributes

* Use GL_ARB_enhanced_layouts

* Skip geometry shaders when there's no GL_ARB_enhanced_layouts

* Address feedback

* Address feedback
2018-07-19 02:33:27 -03:00

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3.2 KiB
C#

namespace Ryujinx.Graphics.Gal.Shader
{
class ShaderHeader
{
public const int PointList = 1;
public const int LineStrip = 6;
public const int TriangleStrip = 7;
public int SphType { get; private set; }
public int Version { get; private set; }
public int ShaderType { get; private set; }
public bool MrtEnable { get; private set; }
public bool KillsPixels { get; private set; }
public bool DoesGlobalStore { get; private set; }
public int SassVersion { get; private set; }
public bool DoesLoadOrStore { get; private set; }
public bool DoesFp64 { get; private set; }
public int StreamOutMask { get; private set; }
public int ShaderLocalMemoryLowSize { get; private set; }
public int PerPatchAttributeCount { get; private set; }
public int ShaderLocalMemoryHighSize { get; private set; }
public int ThreadsPerInputPrimitive { get; private set; }
public int ShaderLocalMemoryCrsSize { get; private set; }
public int OutputTopology { get; private set; }
public int MaxOutputVertexCount { get; private set; }
public int StoreReqStart { get; private set; }
public int StoreReqEnd { get; private set; }
public ShaderHeader(IGalMemory Memory, long Position)
{
uint CommonWord0 = (uint)Memory.ReadInt32(Position + 0);
uint CommonWord1 = (uint)Memory.ReadInt32(Position + 4);
uint CommonWord2 = (uint)Memory.ReadInt32(Position + 8);
uint CommonWord3 = (uint)Memory.ReadInt32(Position + 12);
uint CommonWord4 = (uint)Memory.ReadInt32(Position + 16);
SphType = ReadBits(CommonWord0, 0, 5);
Version = ReadBits(CommonWord0, 5, 5);
ShaderType = ReadBits(CommonWord0, 10, 4);
MrtEnable = ReadBits(CommonWord0, 14, 1) != 0;
KillsPixels = ReadBits(CommonWord0, 15, 1) != 0;
DoesGlobalStore = ReadBits(CommonWord0, 16, 1) != 0;
SassVersion = ReadBits(CommonWord0, 17, 4);
DoesLoadOrStore = ReadBits(CommonWord0, 26, 1) != 0;
DoesFp64 = ReadBits(CommonWord0, 27, 1) != 0;
StreamOutMask = ReadBits(CommonWord0, 28, 4);
ShaderLocalMemoryLowSize = ReadBits(CommonWord1, 0, 24);
PerPatchAttributeCount = ReadBits(CommonWord1, 24, 8);
ShaderLocalMemoryHighSize = ReadBits(CommonWord2, 0, 24);
ThreadsPerInputPrimitive = ReadBits(CommonWord2, 24, 8);
ShaderLocalMemoryCrsSize = ReadBits(CommonWord3, 0, 24);
OutputTopology = ReadBits(CommonWord3, 24, 4);
MaxOutputVertexCount = ReadBits(CommonWord4, 0, 12);
StoreReqStart = ReadBits(CommonWord4, 12, 8);
StoreReqEnd = ReadBits(CommonWord4, 24, 8);
}
private static int ReadBits(uint Word, int Offset, int BitWidth)
{
uint Mask = (1u << BitWidth) - 1u;
return (int)((Word >> Offset) & Mask);
}
}
}