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authorgdkchan <gab.dark.100@gmail.com>2023-08-13 22:26:42 -0300
committerGitHub <noreply@github.com>2023-08-13 22:26:42 -0300
commitb423197619dd8d9dda1c255a76105bf30e255dae (patch)
treee3898b3b1672f022b5de4522b51bd21583043996 /src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
parent8edfb2bc7b8507d0ef51f0544eb32a65f0bf54a1 (diff)
Delete ShaderConfig and organize shader resources/definitions better (#5509)1.1.985
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs')
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs18
1 files changed, 0 insertions, 18 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
index b33f96c5..fcd95375 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
@@ -28,9 +28,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
[Flags]
private enum QueriedStateFlags
{
- EarlyZForce = 1 << 0,
PrimitiveTopology = 1 << 1,
- TessellationMode = 1 << 2,
TransformFeedback = 1 << 3,
}
@@ -265,14 +263,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
/// <summary>
- /// Indicates that the shader accesses the early Z force state.
- /// </summary>
- public void RecordEarlyZForce()
- {
- _queriedState |= QueriedStateFlags.EarlyZForce;
- }
-
- /// <summary>
/// Indicates that the shader accesses the primitive topology state.
/// </summary>
public void RecordPrimitiveTopology()
@@ -281,14 +271,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
/// <summary>
- /// Indicates that the shader accesses the tessellation mode state.
- /// </summary>
- public void RecordTessellationMode()
- {
- _queriedState |= QueriedStateFlags.TessellationMode;
- }
-
- /// <summary>
/// Indicates that the shader accesses the constant buffer use state.
/// </summary>
/// <param name="stageIndex">Shader stage index</param>