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* Eliminate CB0 accesses Still some work to do, decouple from hle? * Forgot the important part somehow * Fix and improve alignment test * Address Feedback * Remove some complexity when checking storage buffer alignment * Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// Common Maxwell GPU constants.
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/// </summary>
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static class Constants
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{
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/// <summary>
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/// Maximum number of compute uniform buffers.
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/// </summary>
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/// <remarks>
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/// This does not reflect the hardware count, the API will emulate some constant buffers using
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/// global memory to make up for the low amount of compute constant buffers supported by hardware (only 8).
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/// </remarks>
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public const int TotalCpUniformBuffers = 17; // 8 hardware constant buffers + 9 emulated (14 available to the user).
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/// <summary>
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/// Maximum number of compute storage buffers.
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/// </summary>
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/// <remarks>
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/// The maximum number of storage buffers is API limited, the hardware supports an unlimited amount.
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/// </remarks>
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public const int TotalCpStorageBuffers = 16;
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/// <summary>
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/// Maximum number of graphics uniform buffers.
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/// </summary>
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public const int TotalGpUniformBuffers = 18;
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/// <summary>
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/// Maximum number of graphics storage buffers.
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/// </summary>
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/// <remarks>
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/// The maximum number of storage buffers is API limited, the hardware supports an unlimited amount.
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/// </remarks>
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public const int TotalGpStorageBuffers = 16;
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/// <summary>
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/// Maximum number of transform feedback buffers.
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/// </summary>
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public const int TotalTransformFeedbackBuffers = 4;
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/// <summary>
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/// Maximum number of textures on a single shader stage.
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/// </summary>
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/// <remarks>
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/// The maximum number of textures is API limited, the hardware supports an unlimited amount.
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/// </remarks>
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public const int TotalTextures = 32;
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/// <summary>
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/// Maximum number of images on a single shader stage.
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/// </summary>
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/// <remarks>
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/// The maximum number of images is API limited, the hardware supports an unlimited amount.
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/// </remarks>
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public const int TotalImages = 8;
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/// <summary>
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/// Maximum number of render target color buffers.
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/// </summary>
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public const int TotalRenderTargets = 8;
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/// <summary>
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/// Number of shader stages.
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/// </summary>
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public const int ShaderStages = 5;
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/// <summary>
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/// Maximum number of vertex attributes.
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/// </summary>
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public const int TotalVertexAttribs = 16; // FIXME: Should be 32, but OpenGL only supports 16.
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/// <summary>
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/// Maximum number of vertex buffers.
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/// </summary>
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public const int TotalVertexBuffers = 16;
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/// <summary>
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/// Maximum number of viewports.
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/// </summary>
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public const int TotalViewports = 16;
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/// <summary>
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/// Maximum size of gl_ClipDistance array in shaders.
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/// </summary>
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public const int TotalClipDistances = 8;
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/// <summary>
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/// Byte alignment for texture stride.
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/// </summary>
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public const int StrideAlignment = 32;
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/// <summary>
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/// Byte alignment for block linear textures
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/// </summary>
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public const int GobAlignment = 64;
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/// <summary>
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/// Expected byte alignment for storage buffers
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/// </summary>
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public const int StorageAlignment = 16;
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}
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} |