Ryujinx/src/Ryujinx.Graphics.Gpu/Constants.cs
gdkchan 21c9ac6240
Implement shader storage buffer operations using new Load/Store instructions (#4993)
* Implement storage buffer operations using new Load/Store instruction

* Extend GenerateMultiTargetStorageOp to also match access with constant offset, and log and comments

* Remove now unused code

* Catch more complex cases of global memory usage

* Shader cache version bump

* Extend global access elimination to work with more shared memory cases

* Change alignment requirement from 16 bytes to 8 bytes, handle cases where we need more than 16 storage buffers

* Tweak preferencing to catch more cases

* Enable CB0 elimination even when host storage buffer alignment is > 16 (for Intel)

* Fix storage buffer bindings

* Simplify some code

* Shader cache version bump

* Fix typo

* Extend global memory elimination to handle shared memory with multiple possible offsets and local memory
2023-06-03 20:12:18 -03:00

93 lines
3.1 KiB
C#

namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Common Maxwell GPU constants.
/// </summary>
static class Constants
{
/// <summary>
/// Maximum number of compute uniform buffers.
/// </summary>
/// <remarks>
/// This does not reflect the hardware count, the API will emulate some constant buffers using
/// global memory to make up for the low amount of compute constant buffers supported by hardware (only 8).
/// </remarks>
public const int TotalCpUniformBuffers = 17; // 8 hardware constant buffers + 9 emulated (14 available to the user).
/// <summary>
/// Maximum number of compute storage buffers.
/// </summary>
/// <remarks>
/// The maximum number of storage buffers is API limited, the hardware supports an unlimited amount.
/// </remarks>
public const int TotalCpStorageBuffers = 16;
/// <summary>
/// Maximum number of graphics uniform buffers.
/// </summary>
public const int TotalGpUniformBuffers = 18;
/// <summary>
/// Maximum number of graphics storage buffers.
/// </summary>
/// <remarks>
/// The maximum number of storage buffers is API limited, the hardware supports an unlimited amount.
/// </remarks>
public const int TotalGpStorageBuffers = 16;
/// <summary>
/// Maximum number of transform feedback buffers.
/// </summary>
public const int TotalTransformFeedbackBuffers = 4;
/// <summary>
/// Maximum number of render target color buffers.
/// </summary>
public const int TotalRenderTargets = 8;
/// <summary>
/// Number of shader stages.
/// </summary>
public const int ShaderStages = 5;
/// <summary>
/// Maximum number of vertex attributes.
/// </summary>
public const int TotalVertexAttribs = 16; // FIXME: Should be 32, but OpenGL only supports 16.
/// <summary>
/// Maximum number of vertex buffers.
/// </summary>
public const int TotalVertexBuffers = 16;
/// <summary>
/// Maximum number of viewports.
/// </summary>
public const int TotalViewports = 16;
/// <summary>
/// Maximum size of gl_ClipDistance array in shaders.
/// </summary>
public const int TotalClipDistances = 8;
/// <summary>
/// Byte alignment for texture stride.
/// </summary>
public const int StrideAlignment = 32;
/// <summary>
/// Byte alignment for block linear textures
/// </summary>
public const int GobAlignment = 64;
/// <summary>
/// Number of the uniform buffer reserved by the driver to store the storage buffer base addresses.
/// </summary>
public const int DriverReservedUniformBuffer = 0;
/// <summary>
/// Maximum size that an storage buffer is assumed to have when the correct size is unknown.
/// </summary>
public const ulong MaxUnknownStorageSize = 0x100000;
}
}