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https://github.com/Ryujinx/Ryujinx.git
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cd203e98f2
* Implement Geometry shaders * Add EmitVertex() and EndPrimitive() * Read output geometry data from header * Stub Vmad * Add Iadd_I32 * Stub Mov_S (S2R) * Stub Isberd * Change vertex index to gpr39 in Abuf * Add stub messages for consistency * Do not print input block when there is no attributes * Use GL_ARB_enhanced_layouts * Skip geometry shaders when there's no GL_ARB_enhanced_layouts * Address feedback * Address feedback
73 lines
No EOL
3.2 KiB
C#
73 lines
No EOL
3.2 KiB
C#
namespace Ryujinx.Graphics.Gal.Shader
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{
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class ShaderHeader
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{
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public const int PointList = 1;
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public const int LineStrip = 6;
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public const int TriangleStrip = 7;
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public int SphType { get; private set; }
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public int Version { get; private set; }
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public int ShaderType { get; private set; }
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public bool MrtEnable { get; private set; }
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public bool KillsPixels { get; private set; }
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public bool DoesGlobalStore { get; private set; }
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public int SassVersion { get; private set; }
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public bool DoesLoadOrStore { get; private set; }
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public bool DoesFp64 { get; private set; }
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public int StreamOutMask { get; private set; }
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public int ShaderLocalMemoryLowSize { get; private set; }
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public int PerPatchAttributeCount { get; private set; }
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public int ShaderLocalMemoryHighSize { get; private set; }
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public int ThreadsPerInputPrimitive { get; private set; }
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public int ShaderLocalMemoryCrsSize { get; private set; }
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public int OutputTopology { get; private set; }
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public int MaxOutputVertexCount { get; private set; }
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public int StoreReqStart { get; private set; }
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public int StoreReqEnd { get; private set; }
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public ShaderHeader(IGalMemory Memory, long Position)
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{
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uint CommonWord0 = (uint)Memory.ReadInt32(Position + 0);
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uint CommonWord1 = (uint)Memory.ReadInt32(Position + 4);
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uint CommonWord2 = (uint)Memory.ReadInt32(Position + 8);
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uint CommonWord3 = (uint)Memory.ReadInt32(Position + 12);
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uint CommonWord4 = (uint)Memory.ReadInt32(Position + 16);
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SphType = ReadBits(CommonWord0, 0, 5);
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Version = ReadBits(CommonWord0, 5, 5);
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ShaderType = ReadBits(CommonWord0, 10, 4);
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MrtEnable = ReadBits(CommonWord0, 14, 1) != 0;
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KillsPixels = ReadBits(CommonWord0, 15, 1) != 0;
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DoesGlobalStore = ReadBits(CommonWord0, 16, 1) != 0;
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SassVersion = ReadBits(CommonWord0, 17, 4);
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DoesLoadOrStore = ReadBits(CommonWord0, 26, 1) != 0;
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DoesFp64 = ReadBits(CommonWord0, 27, 1) != 0;
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StreamOutMask = ReadBits(CommonWord0, 28, 4);
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ShaderLocalMemoryLowSize = ReadBits(CommonWord1, 0, 24);
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PerPatchAttributeCount = ReadBits(CommonWord1, 24, 8);
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ShaderLocalMemoryHighSize = ReadBits(CommonWord2, 0, 24);
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ThreadsPerInputPrimitive = ReadBits(CommonWord2, 24, 8);
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ShaderLocalMemoryCrsSize = ReadBits(CommonWord3, 0, 24);
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OutputTopology = ReadBits(CommonWord3, 24, 4);
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MaxOutputVertexCount = ReadBits(CommonWord4, 0, 12);
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StoreReqStart = ReadBits(CommonWord4, 12, 8);
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StoreReqEnd = ReadBits(CommonWord4, 24, 8);
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}
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private static int ReadBits(uint Word, int Offset, int BitWidth)
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{
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uint Mask = (1u << BitWidth) - 1u;
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return (int)((Word >> Offset) & Mask);
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}
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}
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} |