mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-11-27 19:30:50 +01:00
33a4d7d1ba
* Eliminate CB0 accesses Still some work to do, decouple from hle? * Forgot the important part somehow * Fix and improve alignment test * Address Feedback * Remove some complexity when checking storage buffer alignment * Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
104 lines
3.4 KiB
C#
104 lines
3.4 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 textures on a single shader stage.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The maximum number of textures is API limited, the hardware supports an unlimited amount.
|
|
/// </remarks>
|
|
public const int TotalTextures = 32;
|
|
|
|
/// <summary>
|
|
/// Maximum number of images on a single shader stage.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The maximum number of images is API limited, the hardware supports an unlimited amount.
|
|
/// </remarks>
|
|
public const int TotalImages = 8;
|
|
|
|
/// <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>
|
|
/// Expected byte alignment for storage buffers
|
|
/// </summary>
|
|
public const int StorageAlignment = 16;
|
|
}
|
|
} |