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9becbd7d72
* dotnet format style --severity info Some changes were manually reverted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Silence dotnet format IDE0059 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Fix formatting for switch expressions * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Fix naming rule violation, Convert shader properties to auto-property and convert values to const * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Run dotnet format after rebase * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Fix naming rule violations * Add trailing commas * Remove unused members and most unnecessary value assignments * Remove more unnecessary assignments * Remove NRE suppressor
84 lines
3.2 KiB
C#
84 lines
3.2 KiB
C#
using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Shader
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{
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public struct Vector4<T>
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{
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public T X;
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public T Y;
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public T Z;
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public T W;
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}
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enum SupportBufferField
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{
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// Must match the order of the fields on the struct.
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FragmentAlphaTest,
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FragmentIsBgra,
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ViewportInverse,
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FragmentRenderScaleCount,
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RenderScale,
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}
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public struct SupportBuffer
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{
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internal const int Binding = 0;
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public static readonly int FieldSize;
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public static readonly int RequiredSize;
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public static readonly int FragmentAlphaTestOffset;
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public static readonly int FragmentIsBgraOffset;
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public static readonly int ViewportInverseOffset;
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public static readonly int FragmentRenderScaleCountOffset;
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public static readonly int GraphicsRenderScaleOffset;
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public static readonly int ComputeRenderScaleOffset;
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public const int FragmentIsBgraCount = 8;
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// One for the render target, 64 for the textures, and 8 for the images.
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public const int RenderScaleMaxCount = 1 + 64 + 8;
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private static int OffsetOf<T>(ref SupportBuffer storage, ref T target)
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{
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return (int)Unsafe.ByteOffset(ref Unsafe.As<SupportBuffer, T>(ref storage), ref target);
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}
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static SupportBuffer()
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{
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FieldSize = Unsafe.SizeOf<Vector4<float>>();
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RequiredSize = Unsafe.SizeOf<SupportBuffer>();
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SupportBuffer instance = new();
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FragmentAlphaTestOffset = OffsetOf(ref instance, ref instance.FragmentAlphaTest);
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FragmentIsBgraOffset = OffsetOf(ref instance, ref instance.FragmentIsBgra);
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ViewportInverseOffset = OffsetOf(ref instance, ref instance.ViewportInverse);
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FragmentRenderScaleCountOffset = OffsetOf(ref instance, ref instance.FragmentRenderScaleCount);
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GraphicsRenderScaleOffset = OffsetOf(ref instance, ref instance.RenderScale);
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ComputeRenderScaleOffset = GraphicsRenderScaleOffset + FieldSize;
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}
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internal static StructureType GetStructureType()
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{
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return new StructureType(new[]
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{
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new StructureField(AggregateType.U32, "s_alpha_test"),
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new StructureField(AggregateType.Array | AggregateType.U32, "s_is_bgra", FragmentIsBgraCount),
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new StructureField(AggregateType.Vector4 | AggregateType.FP32, "s_viewport_inverse"),
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new StructureField(AggregateType.S32, "s_frag_scale_count"),
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new StructureField(AggregateType.Array | AggregateType.FP32, "s_render_scale", RenderScaleMaxCount),
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});
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}
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public Vector4<int> FragmentAlphaTest;
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public Array8<Vector4<int>> FragmentIsBgra;
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public Vector4<float> ViewportInverse;
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public Vector4<int> FragmentRenderScaleCount;
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// Render scale max count: 1 + 64 + 8. First scale is fragment output scale, others are textures/image inputs.
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public Array73<Vector4<float>> RenderScale;
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}
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}
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