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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.Shader/GpuGraphicsState.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.Shader/GpuGraphicsState.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/GpuGraphicsState.cs169
1 files changed, 169 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Shader/GpuGraphicsState.cs b/src/Ryujinx.Graphics.Shader/GpuGraphicsState.cs
new file mode 100644
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+++ b/src/Ryujinx.Graphics.Shader/GpuGraphicsState.cs
@@ -0,0 +1,169 @@
+using Ryujinx.Common.Memory;
+
+namespace Ryujinx.Graphics.Shader
+{
+ /// <summary>
+ /// GPU graphics state that the shader depends on.
+ /// </summary>
+ public readonly struct GpuGraphicsState
+ {
+ /// <summary>
+ /// Early Z force enable.
+ /// </summary>
+ public readonly bool EarlyZForce;
+
+ /// <summary>
+ /// Primitive topology of current draw.
+ /// </summary>
+ public readonly InputTopology Topology;
+
+ /// <summary>
+ /// Tessellation winding order.
+ /// </summary>
+ public readonly bool TessCw;
+
+ /// <summary>
+ /// Tessellation patch type.
+ /// </summary>
+ public readonly TessPatchType TessPatchType;
+
+ /// <summary>
+ /// Tessellation spacing.
+ /// </summary>
+ public readonly TessSpacing TessSpacing;
+
+ /// <summary>
+ /// Indicates whether alpha-to-coverage is enabled.
+ /// </summary>
+ public readonly bool AlphaToCoverageEnable;
+
+ /// <summary>
+ /// Indicates whether alpha-to-coverage dithering is enabled.
+ /// </summary>
+ public readonly bool AlphaToCoverageDitherEnable;
+
+ /// <summary>
+ /// Indicates whether the viewport transform is disabled.
+ /// </summary>
+ public readonly bool ViewportTransformDisable;
+
+ /// <summary>
+ /// Depth mode zero to one or minus one to one.
+ /// </summary>
+ public readonly bool DepthMode;
+
+ /// <summary>
+ /// Indicates if the point size is set on the shader or is fixed.
+ /// </summary>
+ public readonly bool ProgramPointSizeEnable;
+
+ /// <summary>
+ /// Point size used if <see cref="ProgramPointSizeEnable" /> is false.
+ /// </summary>
+ public readonly float PointSize;
+
+ /// <summary>
+ /// When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded.
+ /// </summary>
+ public readonly AlphaTestOp AlphaTestCompare;
+
+ /// <summary>
+ /// When alpha test is enabled, indicates the value to compare with the fragment output alpha.
+ /// </summary>
+ public readonly float AlphaTestReference;
+
+ /// <summary>
+ /// Type of the vertex attributes consumed by the shader.
+ /// </summary>
+ public readonly Array32<AttributeType> AttributeTypes;
+
+ /// <summary>
+ /// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
+ /// </summary>
+ public readonly bool HasConstantBufferDrawParameters;
+
+ /// <summary>
+ /// Type of the fragment shader outputs.
+ /// </summary>
+ public readonly Array8<AttributeType> FragmentOutputTypes;
+
+ /// <summary>
+ /// Indicates whether dual source blend is enabled.
+ /// </summary>
+ public readonly bool DualSourceBlendEnable;
+
+ /// <summary>
+ /// Indicates if negation of the viewport Y axis is enabled.
+ /// </summary>
+ public readonly bool YNegateEnabled;
+
+ /// <summary>
+ /// If true, indicates that the fragment origin is the upper left corner of the viewport, otherwise it is the lower left corner.
+ /// </summary>
+ public readonly bool OriginUpperLeft;
+
+ /// <summary>
+ /// Creates a new GPU graphics state.
+ /// </summary>
+ /// <param name="earlyZForce">Early Z force enable</param>
+ /// <param name="topology">Primitive topology</param>
+ /// <param name="tessCw">Tessellation winding order (clockwise or counter-clockwise)</param>
+ /// <param name="tessPatchType">Tessellation patch type</param>
+ /// <param name="tessSpacing">Tessellation spacing</param>
+ /// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
+ /// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
+ /// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
+ /// <param name="depthMode">Depth mode zero to one or minus one to one</param>
+ /// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
+ /// <param name="pointSize">Point size if not set from shader</param>
+ /// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
+ /// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
+ /// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
+ /// <param name="hasConstantBufferDrawParameters">Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0</param>
+ /// <param name="fragmentOutputTypes">Type of the fragment shader outputs</param>
+ /// <param name="dualSourceBlendEnable">Indicates whether dual source blend is enabled</param>
+ /// <param name="yNegateEnabled">Indicates if negation of the viewport Y axis is enabled</param>
+ /// <param name="originUpperLeft">If true, indicates that the fragment origin is the upper left corner of the viewport, otherwise it is the lower left corner</param>
+ public GpuGraphicsState(
+ bool earlyZForce,
+ InputTopology topology,
+ bool tessCw,
+ TessPatchType tessPatchType,
+ TessSpacing tessSpacing,
+ bool alphaToCoverageEnable,
+ bool alphaToCoverageDitherEnable,
+ bool viewportTransformDisable,
+ bool depthMode,
+ bool programPointSizeEnable,
+ float pointSize,
+ AlphaTestOp alphaTestCompare,
+ float alphaTestReference,
+ in Array32<AttributeType> attributeTypes,
+ bool hasConstantBufferDrawParameters,
+ in Array8<AttributeType> fragmentOutputTypes,
+ bool dualSourceBlendEnable,
+ bool yNegateEnabled,
+ bool originUpperLeft)
+ {
+ EarlyZForce = earlyZForce;
+ Topology = topology;
+ TessCw = tessCw;
+ TessPatchType = tessPatchType;
+ TessSpacing = tessSpacing;
+ AlphaToCoverageEnable = alphaToCoverageEnable;
+ AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
+ ViewportTransformDisable = viewportTransformDisable;
+ DepthMode = depthMode;
+ ProgramPointSizeEnable = programPointSizeEnable;
+ PointSize = pointSize;
+ AlphaTestCompare = alphaTestCompare;
+ AlphaTestReference = alphaTestReference;
+ AttributeTypes = attributeTypes;
+ HasConstantBufferDrawParameters = hasConstantBufferDrawParameters;
+ FragmentOutputTypes = fragmentOutputTypes;
+ DualSourceBlendEnable = dualSourceBlendEnable;
+ YNegateEnabled = yNegateEnabled;
+ OriginUpperLeft = originUpperLeft;
+ }
+ }
+}