RyuKen/Ryujinx.Graphics.Shader/IGpuAccessor.cs
gdkchan 8d168574eb
Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00

82 lines
1.5 KiB
C#

namespace Ryujinx.Graphics.Shader
{
public interface IGpuAccessor
{
void Log(string message)
{
// No default log output.
}
T MemoryRead<T>(ulong address) where T : unmanaged;
bool MemoryMapped(ulong address)
{
return true;
}
int QueryComputeLocalSizeX()
{
return 1;
}
int QueryComputeLocalSizeY()
{
return 1;
}
int QueryComputeLocalSizeZ()
{
return 1;
}
int QueryComputeLocalMemorySize()
{
return 0x1000;
}
int QueryComputeSharedMemorySize()
{
return 0xc000;
}
uint QueryConstantBufferUse()
{
return 0xffff;
}
bool QueryIsTextureBuffer(int handle)
{
return false;
}
bool QueryIsTextureRectangle(int handle)
{
return false;
}
InputTopology QueryPrimitiveTopology()
{
return InputTopology.Points;
}
int QueryStorageBufferOffsetAlignment()
{
return 16;
}
bool QuerySupportsImageLoadFormatted()
{
return true;
}
bool QuerySupportsNonConstantTextureOffset()
{
return true;
}
TextureFormat QueryTextureFormat(int handle)
{
return TextureFormat.R8G8B8A8Unorm;
}
}
}