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jinx/Ryujinx.Graphics.Shader/IGpuAccessor.cs
gdkchan ed2f5ede0f
Fix texture sampling with depth compare and LOD level or bias (#2404)
* Fix texture sampling with depth compare and LOD level or bias

* Shader cache version bump

* nit: Sorting
2021-06-25 00:54:50 +02:00

92 lines
1.7 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 0;
}
bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
{
return false;
}
bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
{
return false;
}
InputTopology QueryPrimitiveTopology()
{
return InputTopology.Points;
}
int QueryStorageBufferOffsetAlignment()
{
return 16;
}
bool QuerySupportsImageLoadFormatted()
{
return true;
}
bool QuerySupportsNonConstantTextureOffset()
{
return true;
}
bool QuerySupportsTextureShadowLod()
{
return true;
}
TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
{
return TextureFormat.R8G8B8A8Unorm;
}
bool QueryEarlyZForce()
{
return false;
}
}
}