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https://github.com/Ryujinx/Ryujinx.git
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788ca6a411
* Initial transform feedback support * Some nits and fixes * Update ReportCounterType and Write method * Can't change shader or TFB bindings while TFB is active * Fix geometry shader input names with new naming
73 lines
No EOL
2.4 KiB
C#
73 lines
No EOL
2.4 KiB
C#
namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// Common Maxwell GPU constants.
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/// </summary>
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static class Constants
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{
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/// <summary>
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/// Maximum number of compute uniform buffers.
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/// </summary>
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/// <remarks>
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/// This does not reflect the hardware count, the API will emulate some constant buffers using
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/// global memory to make up for the low amount of compute constant buffers supported by hardware (only 8).
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/// </remarks>
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public const int TotalCpUniformBuffers = 17; // 8 hardware constant buffers + 9 emulated (14 available to the user).
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/// <summary>
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/// Maximum number of compute storage buffers.
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/// </summary>
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/// <remarks>
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/// The maximum number of storage buffers is API limited, the hardware supports a unlimited amount.
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/// </remarks>
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public const int TotalCpStorageBuffers = 16;
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/// <summary>
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/// Maximum number of graphics uniform buffers.
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/// </summary>
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public const int TotalGpUniformBuffers = 18;
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/// <summary>
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/// Maximum number of graphics storage buffers.
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/// </summary>
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/// <remarks>
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/// The maximum number of storage buffers is API limited, the hardware supports a unlimited amount.
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/// </remarks>
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public const int TotalGpStorageBuffers = 16;
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/// <summary>
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/// Maximum number of transform feedback buffers.
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/// </summary>
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public const int TotalTransformFeedbackBuffers = 4;
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/// <summary>
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/// Maximum number of render target color buffers.
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/// </summary>
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public const int TotalRenderTargets = 8;
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/// <summary>
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/// Number of shader stages.
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/// </summary>
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public const int ShaderStages = 5;
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/// <summary>
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/// Maximum number of vertex attributes.
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/// </summary>
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public const int TotalVertexAttribs = 16;
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/// <summary>
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/// Maximum number of vertex buffers.
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/// </summary>
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public const int TotalVertexBuffers = 16;
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/// <summary>
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/// Maximum number of viewports.
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/// </summary>
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public const int TotalViewports = 16;
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/// <summary>
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/// Maximum size of gl_ClipDistance array in shaders.
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/// </summary>
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public const int TotalClipDistances = 8;
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}
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} |