ryujinx-mirror/Ryujinx.Graphics.Gpu/Constants.cs
gdkchan 5011640b30
Spanify Graphics Abstraction Layer (#1226)
* Spanify Graphics Abstraction Layer

* Be explicit about BufferHandle size
2020-05-23 11:46:09 +02:00

68 lines
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2.2 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 a 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 a unlimited amount.
/// </remarks>
public const int TotalGpStorageBuffers = 16;
/// <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;
/// <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;
}
}