IGpuAccessor.cs 1.6 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. T MemoryRead<T>(ulong address) where T : unmanaged;
  10. bool MemoryMapped(ulong address)
  11. {
  12. return true;
  13. }
  14. int QueryComputeLocalSizeX()
  15. {
  16. return 1;
  17. }
  18. int QueryComputeLocalSizeY()
  19. {
  20. return 1;
  21. }
  22. int QueryComputeLocalSizeZ()
  23. {
  24. return 1;
  25. }
  26. int QueryComputeLocalMemorySize()
  27. {
  28. return 0x1000;
  29. }
  30. int QueryComputeSharedMemorySize()
  31. {
  32. return 0xc000;
  33. }
  34. uint QueryConstantBufferUse()
  35. {
  36. return 0xffff;
  37. }
  38. bool QueryIsTextureBuffer(int handle)
  39. {
  40. return false;
  41. }
  42. bool QueryIsTextureRectangle(int handle)
  43. {
  44. return false;
  45. }
  46. InputTopology QueryPrimitiveTopology()
  47. {
  48. return InputTopology.Points;
  49. }
  50. int QueryStorageBufferOffsetAlignment()
  51. {
  52. return 16;
  53. }
  54. bool QuerySupportsImageLoadFormatted()
  55. {
  56. return true;
  57. }
  58. bool QuerySupportsNonConstantTextureOffset()
  59. {
  60. return true;
  61. }
  62. TextureFormat QueryTextureFormat(int handle)
  63. {
  64. return TextureFormat.R8G8B8A8Unorm;
  65. }
  66. bool QueryEarlyZForce()
  67. {
  68. return false;
  69. }
  70. }
  71. }