Workaround for Intel FrontFacing built-in variable bug (#2540)
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0a80a837cb
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13 changed files with 161 additions and 113 deletions
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@ -7,9 +7,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// </summary>
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class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
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class GpuAccessor : TextureDescriptorCapableGpuAccessor
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{
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly GpuAccessorState _state;
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private readonly int _stageIndex;
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@ -29,9 +28,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex)
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_stageIndex = stageIndex;
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@ -56,9 +54,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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int sharedMemorySize) : base(context)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_compute = true;
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@ -182,30 +179,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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};
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}
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries host GPU texture shadow LOD support.
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/// </summary>
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/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
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public bool QuerySupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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