Ryujinx/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs

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namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Represents a GPU state and memory accessor.
/// </summary>
class GpuAccessorBase
{
private readonly GpuContext _context;
/// <summary>
/// Creates a new instance of the GPU state accessor.
/// </summary>
/// <param name="context">GPU context</param>
public GpuAccessorBase(GpuContext context)
{
_context = context;
}
/// <summary>
/// Queries host about the presence of the FrontFacing built-in variable bug.
/// </summary>
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
/// <summary>
/// Queries host about the presence of the vector indexing bug.
/// </summary>
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
/// <summary>
/// Queries host storage buffer alignment required.
/// </summary>
/// <returns>Host storage buffer alignment in bytes</returns>
public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
/// <summary>
/// Queries host support for readable images without a explicit format declaration on the shader.
/// </summary>
/// <returns>True if formatted image load is supported, false otherwise</returns>
public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
/// <summary>
/// Queries host GPU non-constant texture offset support.
/// </summary>
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
/// <summary>
/// Queries host GPU texture shadow LOD support.
/// </summary>
/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
}
}