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jinx/Ryujinx.Graphics.Shader/SupportBuffer.cs
riperiperi 43b4b34376
Implement Viewport Transform Disable (#3328)
* Initial implementation (no specialization)

* Use specialization

* Fix render scale, increase code gen version

* Revert accidental change

* Address Feedback
2022-05-12 10:47:13 -03:00

58 lines
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2.2 KiB
C#

using Ryujinx.Common.Memory;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Shader
{
public struct Vector4<T>
{
public T X;
public T Y;
public T Z;
public T W;
}
public struct SupportBuffer
{
public static int FieldSize;
public static int RequiredSize;
public static int FragmentAlphaTestOffset;
public static int FragmentIsBgraOffset;
public static int ViewportInverseOffset;
public static int FragmentRenderScaleCountOffset;
public static int GraphicsRenderScaleOffset;
public static int ComputeRenderScaleOffset;
public const int FragmentIsBgraCount = 8;
// One for the render target, 32 for the textures, and 8 for the images.
public const int RenderScaleMaxCount = 1 + 32 + 8;
private static int OffsetOf<T>(ref SupportBuffer storage, ref T target)
{
return (int)Unsafe.ByteOffset(ref Unsafe.As<SupportBuffer, T>(ref storage), ref target);
}
static SupportBuffer()
{
FieldSize = Unsafe.SizeOf<Vector4<float>>();
RequiredSize = Unsafe.SizeOf<SupportBuffer>();
SupportBuffer instance = new SupportBuffer();
FragmentAlphaTestOffset = OffsetOf(ref instance, ref instance.FragmentAlphaTest);
FragmentIsBgraOffset = OffsetOf(ref instance, ref instance.FragmentIsBgra);
ViewportInverseOffset = OffsetOf(ref instance, ref instance.ViewportInverse);
FragmentRenderScaleCountOffset = OffsetOf(ref instance, ref instance.FragmentRenderScaleCount);
GraphicsRenderScaleOffset = OffsetOf(ref instance, ref instance.RenderScale);
ComputeRenderScaleOffset = GraphicsRenderScaleOffset + FieldSize;
}
public Vector4<int> FragmentAlphaTest;
public Array8<Vector4<int>> FragmentIsBgra;
public Vector4<float> ViewportInverse;
public Vector4<int> FragmentRenderScaleCount;
// Render scale max count: 1 + 32 + 8. First scale is fragment output scale, others are textures/image inputs.
public Array41<Vector4<float>> RenderScale;
}
}