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https://github.com/ryujinx-mirror/ryujinx.git
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3bd357045f
* Do not allow render targets not explicitly written by the fragment shader to be modified * Shader cache version bump * Remove blank lines * Avoid redundant color mask updates * HostShaderCacheEntry can be null * Avoid more redundant glColorMask calls * nit: Mask -> Masks * Fix currentComponentMask * More efficient way to update _currentComponentMasks
115 lines
3.7 KiB
C#
115 lines
3.7 KiB
C#
using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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{
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/// <summary>
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/// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
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/// </summary>
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enum UseFlags : byte
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{
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/// <summary>
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/// None of the built-ins are used.
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/// </summary>
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None = 0,
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/// <summary>
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/// Indicates whenever the vertex shader reads the gl_InstanceID built-in.
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/// </summary>
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InstanceId = 1 << 0,
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/// <summary>
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/// Indicates whenever any of the VTG stages writes to the gl_Layer built-in.
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/// </summary>
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RtLayer = 1 << 1
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}
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/// <summary>
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/// Host shader entry header used for binding information.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
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struct HostShaderCacheEntryHeader
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{
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/// <summary>
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/// Count of constant buffer descriptors.
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/// </summary>
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public int CBuffersCount;
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/// <summary>
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/// Count of storage buffer descriptors.
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/// </summary>
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public int SBuffersCount;
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/// <summary>
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/// Count of texture descriptors.
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/// </summary>
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public int TexturesCount;
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/// <summary>
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/// Count of image descriptors.
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/// </summary>
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public int ImagesCount;
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/// <summary>
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/// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
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/// </summary>
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public UseFlags UseFlags;
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/// <summary>
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/// Set to true if this entry is in use.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool InUse;
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/// <summary>
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/// Mask of clip distances that are written to on the shader.
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/// </summary>
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public byte ClipDistancesWritten;
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/// <summary>
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/// Reserved / unused.
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/// </summary>
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public byte Reserved;
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/// <summary>
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/// Mask of components written by the fragment shader stage.
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/// </summary>
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public int FragmentOutputMap;
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/// <summary>
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/// Create a new host shader cache entry header.
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/// </summary>
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/// <param name="cBuffersCount">Count of constant buffer descriptors</param>
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/// <param name="sBuffersCount">Count of storage buffer descriptors</param>
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/// <param name="texturesCount">Count of texture descriptors</param>
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/// <param name="imagesCount">Count of image descriptors</param>
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/// <param name="usesInstanceId">Set to true if the shader uses instance id</param>
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/// <param name="clipDistancesWritten">Mask of clip distances that are written to on the shader</param>
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/// <param name="fragmentOutputMap">Mask of components written by the fragment shader stage</param>
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public HostShaderCacheEntryHeader(
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int cBuffersCount,
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int sBuffersCount,
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int texturesCount,
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int imagesCount,
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bool usesInstanceId,
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bool usesRtLayer,
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byte clipDistancesWritten,
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int fragmentOutputMap) : this()
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{
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CBuffersCount = cBuffersCount;
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SBuffersCount = sBuffersCount;
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TexturesCount = texturesCount;
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ImagesCount = imagesCount;
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ClipDistancesWritten = clipDistancesWritten;
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FragmentOutputMap = fragmentOutputMap;
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InUse = true;
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UseFlags = usesInstanceId ? UseFlags.InstanceId : UseFlags.None;
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if (usesRtLayer)
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{
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UseFlags |= UseFlags.RtLayer;
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}
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}
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}
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}
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