Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor (#2542)
* Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor * Shader cache version bump
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					 4 changed files with 43 additions and 59 deletions
				
			
		|  | @ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Gpu.Shader | |||
|     /// <summary> | ||||
|     /// Represents a GPU state and memory accessor. | ||||
|     /// </summary> | ||||
|     class GpuAccessor : TextureDescriptorCapableGpuAccessor | ||||
|     class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor | ||||
|     { | ||||
|         private readonly GpuChannel _channel; | ||||
|         private readonly GpuAccessorState _state; | ||||
|  |  | |||
|  | @ -1,55 +0,0 @@ | |||
| namespace Ryujinx.Graphics.Gpu.Shader | ||||
| { | ||||
|     /// <summary> | ||||
|     /// Represents a GPU state and memory accessor. | ||||
|     /// </summary> | ||||
|     class GpuAccessorBase | ||||
|     { | ||||
|         private readonly GpuContext _context; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Creates a new instance of the GPU state accessor. | ||||
|         /// </summary> | ||||
|         /// <param name="context">GPU context</param> | ||||
|         public GpuAccessorBase(GpuContext context) | ||||
|         { | ||||
|             _context = context; | ||||
|         } | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host about the presence of the FrontFacing built-in variable bug. | ||||
|         /// </summary> | ||||
|         /// <returns>True if the bug is present on the host device used, false otherwise</returns> | ||||
|         public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host about the presence of the vector indexing bug. | ||||
|         /// </summary> | ||||
|         /// <returns>True if the bug is present on the host device used, false otherwise</returns> | ||||
|         public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host storage buffer alignment required. | ||||
|         /// </summary> | ||||
|         /// <returns>Host storage buffer alignment in bytes</returns> | ||||
|         public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host support for readable images without a explicit format declaration on the shader. | ||||
|         /// </summary> | ||||
|         /// <returns>True if formatted image load is supported, false otherwise</returns> | ||||
|         public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host GPU non-constant texture offset support. | ||||
|         /// </summary> | ||||
|         /// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns> | ||||
|         public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host GPU texture shadow LOD support. | ||||
|         /// </summary> | ||||
|         /// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns> | ||||
|         public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod; | ||||
|     } | ||||
| } | ||||
|  | @ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader | |||
|         /// <summary> | ||||
|         /// Version of the codegen (to be changed when codegen or guest format change). | ||||
|         /// </summary> | ||||
|         private const ulong ShaderCodeGenVersion = 2540; | ||||
|         private const ulong ShaderCodeGenVersion = 2542; | ||||
| 
 | ||||
|         // Progress reporting helpers | ||||
|         private volatile int _shaderCount; | ||||
|  |  | |||
|  | @ -4,16 +4,55 @@ using Ryujinx.Graphics.Shader; | |||
| 
 | ||||
| namespace Ryujinx.Graphics.Gpu.Shader | ||||
| { | ||||
|     abstract class TextureDescriptorCapableGpuAccessor : GpuAccessorBase, IGpuAccessor | ||||
|     abstract class TextureDescriptorCapableGpuAccessor : IGpuAccessor | ||||
|     { | ||||
|         public TextureDescriptorCapableGpuAccessor(GpuContext context) : base(context) | ||||
|         private readonly GpuContext _context; | ||||
| 
 | ||||
|         public TextureDescriptorCapableGpuAccessor(GpuContext context) | ||||
|         { | ||||
|             _context = context; | ||||
|         } | ||||
| 
 | ||||
|         public abstract T MemoryRead<T>(ulong address) where T : unmanaged; | ||||
| 
 | ||||
|         public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot); | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host about the presence of the FrontFacing built-in variable bug. | ||||
|         /// </summary> | ||||
|         /// <returns>True if the bug is present on the host device used, false otherwise</returns> | ||||
|         public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host about the presence of the vector indexing bug. | ||||
|         /// </summary> | ||||
|         /// <returns>True if the bug is present on the host device used, false otherwise</returns> | ||||
|         public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host storage buffer alignment required. | ||||
|         /// </summary> | ||||
|         /// <returns>Host storage buffer alignment in bytes</returns> | ||||
|         public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host support for readable images without a explicit format declaration on the shader. | ||||
|         /// </summary> | ||||
|         /// <returns>True if formatted image load is supported, false otherwise</returns> | ||||
|         public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host GPU non-constant texture offset support. | ||||
|         /// </summary> | ||||
|         /// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns> | ||||
|         public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries host GPU texture shadow LOD support. | ||||
|         /// </summary> | ||||
|         /// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns> | ||||
|         public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod; | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Queries texture format information, for shaders using image load or store. | ||||
|         /// </summary> | ||||
|  |  | |||
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