| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114 |
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
- {
- /// <summary>
- /// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
- /// </summary>
- enum UseFlags : byte
- {
- /// <summary>
- /// None of the built-ins are used.
- /// </summary>
- None = 0,
- /// <summary>
- /// Indicates whenever the vertex shader reads the gl_InstanceID built-in.
- /// </summary>
- InstanceId = 1 << 0,
- /// <summary>
- /// Indicates whenever any of the VTG stages writes to the gl_Layer built-in.
- /// </summary>
- RtLayer = 1 << 1
- }
- /// <summary>
- /// Host shader entry header used for binding information.
- /// </summary>
- [StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
- struct HostShaderCacheEntryHeader
- {
- /// <summary>
- /// Count of constant buffer descriptors.
- /// </summary>
- public int CBuffersCount;
- /// <summary>
- /// Count of storage buffer descriptors.
- /// </summary>
- public int SBuffersCount;
- /// <summary>
- /// Count of texture descriptors.
- /// </summary>
- public int TexturesCount;
- /// <summary>
- /// Count of image descriptors.
- /// </summary>
- public int ImagesCount;
- /// <summary>
- /// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
- /// </summary>
- public UseFlags UseFlags;
- /// <summary>
- /// Set to true if this entry is in use.
- /// </summary>
- [MarshalAs(UnmanagedType.I1)]
- public bool InUse;
- /// <summary>
- /// Mask of clip distances that are written to on the shader.
- /// </summary>
- public byte ClipDistancesWritten;
- /// <summary>
- /// Reserved / unused.
- /// </summary>
- public byte Reserved;
- /// <summary>
- /// Mask of components written by the fragment shader stage.
- /// </summary>
- public int FragmentOutputMap;
- /// <summary>
- /// Create a new host shader cache entry header.
- /// </summary>
- /// <param name="cBuffersCount">Count of constant buffer descriptors</param>
- /// <param name="sBuffersCount">Count of storage buffer descriptors</param>
- /// <param name="texturesCount">Count of texture descriptors</param>
- /// <param name="imagesCount">Count of image descriptors</param>
- /// <param name="usesInstanceId">Set to true if the shader uses instance id</param>
- /// <param name="clipDistancesWritten">Mask of clip distances that are written to on the shader</param>
- /// <param name="fragmentOutputMap">Mask of components written by the fragment shader stage</param>
- public HostShaderCacheEntryHeader(
- int cBuffersCount,
- int sBuffersCount,
- int texturesCount,
- int imagesCount,
- bool usesInstanceId,
- bool usesRtLayer,
- byte clipDistancesWritten,
- int fragmentOutputMap) : this()
- {
- CBuffersCount = cBuffersCount;
- SBuffersCount = sBuffersCount;
- TexturesCount = texturesCount;
- ImagesCount = imagesCount;
- ClipDistancesWritten = clipDistancesWritten;
- FragmentOutputMap = fragmentOutputMap;
- InUse = true;
- UseFlags = usesInstanceId ? UseFlags.InstanceId : UseFlags.None;
- if (usesRtLayer)
- {
- UseFlags |= UseFlags.RtLayer;
- }
- }
- }
- }
|