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https://github.com/ryujinx-mirror/ryujinx.git
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c6d82209ab
* Vertex Buffer Alignment part 1 * Update CacheByRange * Add Stride Change compute shader, fix storage buffers in helpers * An AMD exclusive * Reword * Change rules - stride conversion when attrs misalign * Fix stupid mistake * Fix background pipeline compile * Improve a few things. * Fix some feedback * Address Feedback (the shader binary didn't change when i changed the source to use the subgroup size) * Fix bug where rewritten buffer would be disposed instantly.
66 lines
3.1 KiB
C#
66 lines
3.1 KiB
C#
using Silk.NET.Vulkan;
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namespace Ryujinx.Graphics.Vulkan
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{
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struct HardwareCapabilities
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{
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public readonly bool SupportsIndexTypeUint8;
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public readonly bool SupportsCustomBorderColor;
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public readonly bool SupportsIndirectParameters;
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public readonly bool SupportsFragmentShaderInterlock;
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public readonly bool SupportsGeometryShaderPassthrough;
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public readonly bool SupportsSubgroupSizeControl;
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public readonly bool SupportsShaderInt8;
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public readonly bool SupportsConditionalRendering;
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public readonly bool SupportsExtendedDynamicState;
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public readonly bool SupportsMultiView;
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public readonly bool SupportsNullDescriptors;
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public readonly bool SupportsPushDescriptors;
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public readonly bool SupportsTransformFeedback;
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public readonly bool SupportsTransformFeedbackQueries;
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public readonly bool SupportsGeometryShader;
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public readonly uint MinSubgroupSize;
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public readonly uint MaxSubgroupSize;
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public readonly ShaderStageFlags RequiredSubgroupSizeStages;
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public HardwareCapabilities(
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bool supportsIndexTypeUint8,
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bool supportsCustomBorderColor,
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bool supportsIndirectParameters,
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bool supportsFragmentShaderInterlock,
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bool supportsGeometryShaderPassthrough,
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bool supportsSubgroupSizeControl,
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bool supportsShaderInt8,
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bool supportsConditionalRendering,
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bool supportsExtendedDynamicState,
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bool supportsMultiView,
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bool supportsNullDescriptors,
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bool supportsPushDescriptors,
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bool supportsTransformFeedback,
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bool supportsTransformFeedbackQueries,
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bool supportsGeometryShader,
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uint minSubgroupSize,
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uint maxSubgroupSize,
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ShaderStageFlags requiredSubgroupSizeStages)
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{
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SupportsIndexTypeUint8 = supportsIndexTypeUint8;
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SupportsCustomBorderColor = supportsCustomBorderColor;
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SupportsIndirectParameters = supportsIndirectParameters;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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SupportsSubgroupSizeControl = supportsSubgroupSizeControl;
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SupportsShaderInt8 = supportsShaderInt8;
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SupportsConditionalRendering = supportsConditionalRendering;
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SupportsExtendedDynamicState = supportsExtendedDynamicState;
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SupportsMultiView = supportsMultiView;
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SupportsNullDescriptors = supportsNullDescriptors;
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SupportsPushDescriptors = supportsPushDescriptors;
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SupportsTransformFeedback = supportsTransformFeedback;
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SupportsTransformFeedbackQueries = supportsTransformFeedbackQueries;
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SupportsGeometryShader = supportsGeometryShader;
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MinSubgroupSize = minSubgroupSize;
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MaxSubgroupSize = maxSubgroupSize;
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RequiredSubgroupSizeStages = requiredSubgroupSizeStages;
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}
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}
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}
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