Add support for fragment shader interlock (#2768)
* Support coherent images * Add support for fragment shader interlock * Change to tree based match approach * Refactor + check for branch targets and external registers * Make detection more robust * Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available * Remove unused field
This commit is contained in:
parent
a7a40a77f2
commit
99445dd0a6
31 changed files with 1309 additions and 179 deletions
|
@ -36,6 +36,18 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <returns>Host storage buffer alignment in bytes</returns>
|
||||
public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host support for fragment shader ordering critical sections on the shader code.
|
||||
/// </summary>
|
||||
/// <returns>True if fragment shader interlock is supported, false otherwise</returns>
|
||||
public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host support for fragment shader ordering scoped critical sections on the shader code.
|
||||
/// </summary>
|
||||
/// <returns>True if fragment shader ordering is supported, false otherwise</returns>
|
||||
public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host support for readable images without a explicit format declaration on the shader.
|
||||
/// </summary>
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue