f1d1670b0b
* Implement HLE macro for DrawElementsIndirect * Shader cache version bump * Use GL_ARB_shader_draw_parameters extension on OpenGL * Fix DrawIndexedIndirectCount on Vulkan when extension is not supported * Implement DrawIndex * Alignment * Fix some validation errors * Rename BaseIds to DrawParameters * Fix incorrect index buffer and vertex buffer size in some cases * Add HLE macros for DrawArraysInstanced and DrawElementsInstanced * Perform a regular draw when indirect data is not modified * Use non-indirect draw methods if indirect buffer was not GPU modified * Only check if draw parameters match if the shader actually uses them * Expose Macro HLE setting on GUI * Reset FirstVertex and FirstInstance after draw * Update shader cache version again since some people already tested this * PR feedback Co-authored-by: riperiperi <rhy3756547@hotmail.com>
105 lines
No EOL
4.6 KiB
C#
105 lines
No EOL
4.6 KiB
C#
namespace Ryujinx.Graphics.Shader.Translation
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{
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static class AttributeConsts
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{
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public const int TessLevelOuter0 = 0x000;
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public const int TessLevelOuter1 = 0x004;
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public const int TessLevelOuter2 = 0x008;
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public const int TessLevelOuter3 = 0x00c;
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public const int TessLevelInner0 = 0x010;
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public const int TessLevelInner1 = 0x014;
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public const int Layer = 0x064;
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public const int ViewportIndex = 0x068;
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public const int PointSize = 0x06c;
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public const int PositionX = 0x070;
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public const int PositionY = 0x074;
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public const int PositionZ = 0x078;
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public const int PositionW = 0x07c;
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public const int FrontColorDiffuseR = 0x280;
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public const int FrontColorDiffuseG = 0x284;
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public const int FrontColorDiffuseB = 0x288;
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public const int FrontColorDiffuseA = 0x28c;
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public const int FrontColorSpecularR = 0x290;
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public const int FrontColorSpecularG = 0x294;
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public const int FrontColorSpecularB = 0x298;
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public const int FrontColorSpecularA = 0x29c;
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public const int BackColorDiffuseR = 0x2a0;
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public const int BackColorDiffuseG = 0x2a4;
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public const int BackColorDiffuseB = 0x2a8;
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public const int BackColorDiffuseA = 0x2ac;
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public const int BackColorSpecularR = 0x2b0;
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public const int BackColorSpecularG = 0x2b4;
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public const int BackColorSpecularB = 0x2b8;
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public const int BackColorSpecularA = 0x2bc;
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public const int ClipDistance0 = 0x2c0;
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public const int ClipDistance1 = 0x2c4;
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public const int ClipDistance2 = 0x2c8;
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public const int ClipDistance3 = 0x2cc;
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public const int ClipDistance4 = 0x2d0;
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public const int ClipDistance5 = 0x2d4;
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public const int ClipDistance6 = 0x2d8;
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public const int ClipDistance7 = 0x2dc;
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public const int PointCoordX = 0x2e0;
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public const int PointCoordY = 0x2e4;
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public const int TessCoordX = 0x2f0;
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public const int TessCoordY = 0x2f4;
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public const int InstanceId = 0x2f8;
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public const int VertexId = 0x2fc;
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public const int TexCoordCount = 10;
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public const int TexCoordBase = 0x300;
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public const int TexCoordEnd = TexCoordBase + TexCoordCount * 16;
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public const int FrontFacing = 0x3fc;
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public const int UserAttributesCount = 32;
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public const int UserAttributeBase = 0x80;
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public const int UserAttributeEnd = UserAttributeBase + UserAttributesCount * 16;
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public const int UserAttributePerPatchBase = 0x18;
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public const int UserAttributePerPatchEnd = 0x200;
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public const int LoadOutputMask = 1 << 30;
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public const int Mask = 0x3fffffff;
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// Note: Those attributes are used internally by the translator
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// only, they don't exist on Maxwell.
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public const int SpecialMask = 0xf << 24;
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public const int FragmentOutputDepth = 0x1000000;
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public const int FragmentOutputColorBase = 0x1000010;
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public const int FragmentOutputColorEnd = FragmentOutputColorBase + 8 * 16;
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public const int FragmentOutputIsBgraBase = 0x1000100;
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public const int FragmentOutputIsBgraEnd = FragmentOutputIsBgraBase + 8 * 4;
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public const int SupportBlockViewInverseX = 0x1000200;
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public const int SupportBlockViewInverseY = 0x1000204;
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public const int ThreadIdX = 0x2000000;
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public const int ThreadIdY = 0x2000004;
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public const int ThreadIdZ = 0x2000008;
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public const int CtaIdX = 0x2000010;
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public const int CtaIdY = 0x2000014;
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public const int CtaIdZ = 0x2000018;
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public const int LaneId = 0x2000020;
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public const int InvocationId = 0x2000024;
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public const int PrimitiveId = 0x2000028;
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public const int PatchVerticesIn = 0x200002c;
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public const int EqMask = 0x2000030;
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public const int GeMask = 0x2000034;
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public const int GtMask = 0x2000038;
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public const int LeMask = 0x200003c;
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public const int LtMask = 0x2000040;
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public const int ThreadKill = 0x2000044;
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public const int BaseInstance = 0x2000050;
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public const int BaseVertex = 0x2000054;
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public const int InstanceIndex = 0x2000058;
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public const int VertexIndex = 0x200005c;
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public const int DrawIndex = 0x2000060;
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}
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} |