mirror of
https://github.com/yuzu-emu/yuzu-android
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127 lines
2.9 KiB
C++
127 lines
2.9 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include "common/common_types.h"
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#include "shader_recompiler/frontend/ir/type.h"
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#include <boost/container/small_vector.hpp>
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#include <boost/container/static_vector.hpp>
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namespace Shader {
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enum class TextureType : u32 {
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Color1D,
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ColorArray1D,
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Color2D,
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ColorArray2D,
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Color3D,
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ColorCube,
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ColorArrayCube,
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Shadow1D,
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ShadowArray1D,
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Shadow2D,
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ShadowArray2D,
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Shadow3D,
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ShadowCube,
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ShadowArrayCube,
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Buffer,
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};
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enum class Interpolation {
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Smooth,
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Flat,
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NoPerspective,
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};
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struct InputVarying {
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Interpolation interpolation{Interpolation::Smooth};
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bool used{false};
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};
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struct TextureDescriptor {
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TextureType type;
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u32 cbuf_index;
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u32 cbuf_offset;
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u32 count;
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};
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using TextureDescriptors = boost::container::small_vector<TextureDescriptor, 12>;
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struct TextureBufferDescriptor {
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u32 cbuf_index;
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u32 cbuf_offset;
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u32 count;
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};
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using TextureBufferDescriptors = boost::container::small_vector<TextureBufferDescriptor, 2>;
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struct ConstantBufferDescriptor {
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u32 index;
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u32 count;
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};
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struct StorageBufferDescriptor {
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u32 cbuf_index;
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u32 cbuf_offset;
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u32 count;
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bool is_written;
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};
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struct Info {
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static constexpr size_t MAX_CBUFS{18};
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static constexpr size_t MAX_SSBOS{16};
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bool uses_workgroup_id{};
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bool uses_local_invocation_id{};
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bool uses_subgroup_invocation_id{};
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std::array<InputVarying, 32> input_generics{};
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bool loads_position{};
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bool loads_instance_id{};
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bool loads_vertex_id{};
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bool loads_front_face{};
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bool loads_point_coord{};
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bool loads_indexed_attributes{};
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std::array<bool, 8> stores_frag_color{};
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bool stores_frag_depth{};
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std::array<bool, 32> stores_generics{};
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bool stores_position{};
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bool stores_point_size{};
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bool stores_clip_distance{};
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bool stores_viewport_index{};
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bool stores_indexed_attributes{};
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bool uses_fp16{};
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bool uses_fp64{};
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bool uses_fp16_denorms_flush{};
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bool uses_fp16_denorms_preserve{};
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bool uses_fp32_denorms_flush{};
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bool uses_fp32_denorms_preserve{};
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bool uses_int8{};
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bool uses_int16{};
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bool uses_int64{};
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bool uses_image_1d{};
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bool uses_sampled_1d{};
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bool uses_sparse_residency{};
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bool uses_demote_to_helper_invocation{};
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bool uses_subgroup_vote{};
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bool uses_subgroup_mask{};
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bool uses_fswzadd{};
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IR::Type used_constant_buffer_types{};
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u32 constant_buffer_mask{};
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boost::container::static_vector<ConstantBufferDescriptor, MAX_CBUFS>
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constant_buffer_descriptors;
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boost::container::static_vector<StorageBufferDescriptor, MAX_SSBOS> storage_buffers_descriptors;
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TextureBufferDescriptors texture_buffer_descriptors;
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TextureDescriptors texture_descriptors;
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};
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} // namespace Shader
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