IGpuAccessor.cs 1.8 KB

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  1. namespace Ryujinx.Graphics.Shader
  2. {
  3. public interface IGpuAccessor
  4. {
  5. void Log(string message)
  6. {
  7. // No default log output.
  8. }
  9. uint ConstantBuffer1Read(int offset)
  10. {
  11. return 0;
  12. }
  13. T MemoryRead<T>(ulong address) where T : unmanaged;
  14. bool MemoryMapped(ulong address)
  15. {
  16. return true;
  17. }
  18. int QueryComputeLocalSizeX()
  19. {
  20. return 1;
  21. }
  22. int QueryComputeLocalSizeY()
  23. {
  24. return 1;
  25. }
  26. int QueryComputeLocalSizeZ()
  27. {
  28. return 1;
  29. }
  30. int QueryComputeLocalMemorySize()
  31. {
  32. return 0x1000;
  33. }
  34. int QueryComputeSharedMemorySize()
  35. {
  36. return 0xc000;
  37. }
  38. uint QueryConstantBufferUse()
  39. {
  40. return 0;
  41. }
  42. bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
  43. {
  44. return false;
  45. }
  46. bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
  47. {
  48. return false;
  49. }
  50. InputTopology QueryPrimitiveTopology()
  51. {
  52. return InputTopology.Points;
  53. }
  54. int QueryStorageBufferOffsetAlignment()
  55. {
  56. return 16;
  57. }
  58. bool QuerySupportsImageLoadFormatted()
  59. {
  60. return true;
  61. }
  62. bool QuerySupportsNonConstantTextureOffset()
  63. {
  64. return true;
  65. }
  66. bool QuerySupportsTextureShadowLod()
  67. {
  68. return true;
  69. }
  70. TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
  71. {
  72. return TextureFormat.R8G8B8A8Unorm;
  73. }
  74. bool QueryEarlyZForce()
  75. {
  76. return false;
  77. }
  78. }
  79. }