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* Use shader subgroup extensions if shader ballot is not supported * Shader cache version bump + cleanup * The type is still required on the table
113 lines
2.1 KiB
C#
113 lines
2.1 KiB
C#
namespace Ryujinx.Graphics.Shader
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{
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public interface IGpuAccessor
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{
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void Log(string message)
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{
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// No default log output.
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}
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uint ConstantBuffer1Read(int offset)
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{
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return 0;
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}
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T MemoryRead<T>(ulong address) where T : unmanaged;
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bool MemoryMapped(ulong address)
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{
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return true;
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}
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int QueryComputeLocalSizeX()
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{
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return 1;
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}
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int QueryComputeLocalSizeY()
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{
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return 1;
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}
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int QueryComputeLocalSizeZ()
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{
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return 1;
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}
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int QueryComputeLocalMemorySize()
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{
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return 0x1000;
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}
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int QueryComputeSharedMemorySize()
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{
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return 0xc000;
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}
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uint QueryConstantBufferUse()
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{
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return 0;
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}
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bool QueryHostHasFrontFacingBug()
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{
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return false;
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}
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bool QueryHostHasVectorIndexingBug()
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{
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return false;
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}
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int QueryHostStorageBufferOffsetAlignment()
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{
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return 16;
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}
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bool QueryHostSupportsImageLoadFormatted()
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{
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return true;
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}
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bool QueryHostSupportsNonConstantTextureOffset()
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{
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return true;
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}
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bool QueryHostSupportsShaderBallot()
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{
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return true;
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}
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bool QueryHostSupportsTextureShadowLod()
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{
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return true;
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}
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SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
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{
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return SamplerType.Texture2D;
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}
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bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
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{
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return false;
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}
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InputTopology QueryPrimitiveTopology()
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{
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return InputTopology.Points;
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}
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TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
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{
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return TextureFormat.R8G8B8A8Unorm;
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}
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bool QueryEarlyZForce()
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{
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return false;
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}
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}
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}
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