Add a pass to turn global memory access into storage access, and do all storage related transformations on IR
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@ -5,9 +5,13 @@ namespace Ryujinx.Graphics.OpenGL
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{
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static class HwCapabilities
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{
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private static Lazy<bool> _astcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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public static bool SupportsAstcCompression => _astcCompression.Value;
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private static Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;
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private static bool HasExtension(string name)
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{
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@ -23,5 +27,10 @@ namespace Ryujinx.Graphics.OpenGL
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return false;
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}
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private static int GetLimit(All name)
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{
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return GL.GetInteger((GetPName)name);
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}
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}
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}
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