Ryujinx-uplift/Ryujinx.Graphics.GAL/Capabilities.cs
riperiperi 8fa248ceb4
Vulkan: Add workarounds for MoltenVK (#4202)
* Add MVK basics.

* Use appropriate output attribute types

* 4kb vertex alignment, bunch of fixes

* Add reduced shader precision mode for mvk.

* Disable ASTC on MVK for now

* Only request robustnes2 when it is available.

* It's just the one feature actually

* Add triangle fan conversion

* Allow NullDescriptor on MVK for some reason.

* Force safe blit on MoltenVK

* Use ASTC only when formats are all available.

* Disable multilevel 3d texture views

* Filter duplicate render targets (on backend)

* Add Automatic MoltenVK Configuration

* Do not create color attachment views with formats that are not RT compatible

* Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats

* FIx rebase for Vertex Attrib State

* Fix 4b alignment for vertex

* Use asynchronous queue submits for MVK

* Ensure color clear shader has correct output type

* Update MoltenVK config

* Always use MoltenVK workarounds on MacOS

* Make MVK supersede all vendors

* Fix rebase

* Various fixes on rebase

* Get portability flags from extension

* Fix some minor rebasing issues

* Style change

* Use LibraryImport for MVKConfiguration

* Rename MoltenVK vendor to Apple

Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B.

* Fix features2 rebase conflict

* Rename fragment output type

* Add missing check for fragment output types

Might have caused the crash in MK8

* Only do fragment output specialization on MoltenVK

* Avoid copy when passing capabilities

* Self feedback

* Address feedback

Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: nastys <nastys@users.noreply.github.com>
2023-01-13 01:31:21 +01:00

127 lines
6.1 KiB
C#

using Ryujinx.Graphics.Shader.Translation;
namespace Ryujinx.Graphics.GAL
{
public readonly struct Capabilities
{
public readonly TargetApi Api;
public readonly string VendorName;
public readonly bool HasFrontFacingBug;
public readonly bool HasVectorIndexingBug;
public readonly bool NeedsFragmentOutputSpecialization;
public readonly bool ReduceShaderPrecision;
public readonly bool SupportsAstcCompression;
public readonly bool SupportsBc123Compression;
public readonly bool SupportsBc45Compression;
public readonly bool SupportsBc67Compression;
public readonly bool SupportsEtc2Compression;
public readonly bool Supports3DTextureCompression;
public readonly bool SupportsBgraFormat;
public readonly bool SupportsR4G4Format;
public readonly bool SupportsR4G4B4A4Format;
public readonly bool SupportsSnormBufferTextureFormat;
public readonly bool Supports5BitComponentFormat;
public readonly bool SupportsFragmentShaderInterlock;
public readonly bool SupportsFragmentShaderOrderingIntel;
public readonly bool SupportsGeometryShaderPassthrough;
public readonly bool SupportsImageLoadFormatted;
public readonly bool SupportsLayerVertexTessellation;
public readonly bool SupportsMismatchingViewFormat;
public readonly bool SupportsCubemapView;
public readonly bool SupportsNonConstantTextureOffset;
public readonly bool SupportsShaderBallot;
public readonly bool SupportsTextureShadowLod;
public readonly bool SupportsViewportIndex;
public readonly bool SupportsViewportSwizzle;
public readonly bool SupportsIndirectParameters;
public readonly uint MaximumUniformBuffersPerStage;
public readonly uint MaximumStorageBuffersPerStage;
public readonly uint MaximumTexturesPerStage;
public readonly uint MaximumImagesPerStage;
public readonly int MaximumComputeSharedMemorySize;
public readonly float MaximumSupportedAnisotropy;
public readonly int StorageBufferOffsetAlignment;
public Capabilities(
TargetApi api,
string vendorName,
bool hasFrontFacingBug,
bool hasVectorIndexingBug,
bool needsFragmentOutputSpecialization,
bool reduceShaderPrecision,
bool supportsAstcCompression,
bool supportsBc123Compression,
bool supportsBc45Compression,
bool supportsBc67Compression,
bool supportsEtc2Compression,
bool supports3DTextureCompression,
bool supportsBgraFormat,
bool supportsR4G4Format,
bool supportsR4G4B4A4Format,
bool supportsSnormBufferTextureFormat,
bool supports5BitComponentFormat,
bool supportsFragmentShaderInterlock,
bool supportsFragmentShaderOrderingIntel,
bool supportsGeometryShaderPassthrough,
bool supportsImageLoadFormatted,
bool supportsLayerVertexTessellation,
bool supportsMismatchingViewFormat,
bool supportsCubemapView,
bool supportsNonConstantTextureOffset,
bool supportsShaderBallot,
bool supportsTextureShadowLod,
bool supportsViewportIndex,
bool supportsViewportSwizzle,
bool supportsIndirectParameters,
uint maximumUniformBuffersPerStage,
uint maximumStorageBuffersPerStage,
uint maximumTexturesPerStage,
uint maximumImagesPerStage,
int maximumComputeSharedMemorySize,
float maximumSupportedAnisotropy,
int storageBufferOffsetAlignment)
{
Api = api;
VendorName = vendorName;
HasFrontFacingBug = hasFrontFacingBug;
HasVectorIndexingBug = hasVectorIndexingBug;
NeedsFragmentOutputSpecialization = needsFragmentOutputSpecialization;
ReduceShaderPrecision = reduceShaderPrecision;
SupportsAstcCompression = supportsAstcCompression;
SupportsBc123Compression = supportsBc123Compression;
SupportsBc45Compression = supportsBc45Compression;
SupportsBc67Compression = supportsBc67Compression;
SupportsEtc2Compression = supportsEtc2Compression;
Supports3DTextureCompression = supports3DTextureCompression;
SupportsBgraFormat = supportsBgraFormat;
SupportsR4G4Format = supportsR4G4Format;
SupportsR4G4B4A4Format = supportsR4G4B4A4Format;
SupportsSnormBufferTextureFormat = supportsSnormBufferTextureFormat;
Supports5BitComponentFormat = supports5BitComponentFormat;
SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
SupportsFragmentShaderOrderingIntel = supportsFragmentShaderOrderingIntel;
SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
SupportsImageLoadFormatted = supportsImageLoadFormatted;
SupportsLayerVertexTessellation = supportsLayerVertexTessellation;
SupportsMismatchingViewFormat = supportsMismatchingViewFormat;
SupportsCubemapView = supportsCubemapView;
SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
SupportsShaderBallot = supportsShaderBallot;
SupportsTextureShadowLod = supportsTextureShadowLod;
SupportsViewportIndex = supportsViewportIndex;
SupportsViewportSwizzle = supportsViewportSwizzle;
SupportsIndirectParameters = supportsIndirectParameters;
MaximumUniformBuffersPerStage = maximumUniformBuffersPerStage;
MaximumStorageBuffersPerStage = maximumStorageBuffersPerStage;
MaximumTexturesPerStage = maximumTexturesPerStage;
MaximumImagesPerStage = maximumImagesPerStage;
MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
MaximumSupportedAnisotropy = maximumSupportedAnisotropy;
StorageBufferOffsetAlignment = storageBufferOffsetAlignment;
}
}
}