yuzu/src/shader_recompiler/profile.h

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
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namespace Shader {
struct Profile {
u32 supported_spirv{0x00010000};
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bool unified_descriptor_binding{};
bool support_descriptor_aliasing{};
bool support_int8{};
bool support_int16{};
bool support_vertex_instance_id{};
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bool support_float_controls{};
bool support_separate_denorm_behavior{};
bool support_separate_rounding_mode{};
bool support_fp16_denorm_preserve{};
bool support_fp32_denorm_preserve{};
bool support_fp16_denorm_flush{};
bool support_fp32_denorm_flush{};
bool support_fp16_signed_zero_nan_preserve{};
bool support_fp32_signed_zero_nan_preserve{};
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bool support_fp64_signed_zero_nan_preserve{};
bool support_explicit_workgroup_layout{};
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bool support_vote{};
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bool support_viewport_index_layer_non_geometry{};
bool support_viewport_mask{};
bool support_typeless_image_loads{};
bool support_demote_to_helper_invocation{};
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bool support_int64_atomics{};
bool support_derivative_control{};
bool support_geometry_shader_passthrough{};
bool support_gl_nv_gpu_shader_5{};
bool support_gl_amd_gpu_shader_half_float{};
bool support_gl_texture_shadow_lod{};
bool support_gl_warp_intrinsics{};
bool support_gl_variable_aoffi{};
bool support_gl_sparse_textures{};
bool support_gl_derivative_control{};
bool warp_size_potentially_larger_than_guest{};
bool lower_left_origin_mode{};
/// Fragment outputs have to be declared even if they are not written to avoid undefined values.
/// See Ori and the Blind Forest's main menu for reference.
bool need_declared_frag_colors{};
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/// Prevents fast math optimizations that may cause inaccuracies
bool need_fastmath_off{};
/// OpFClamp is broken and OpFMax + OpFMin should be used instead
bool has_broken_spirv_clamp{};
/// Offset image operands with an unsigned type do not work
bool has_broken_unsigned_image_offsets{};
/// Signed instructions with unsigned data types are misinterpreted
bool has_broken_signed_operations{};
/// Dynamic vec4 indexing is broken on some OpenGL drivers
bool has_gl_component_indexing_bug{};
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/// The precise type qualifier is broken in the fragment stage of some drivers
bool has_gl_precise_bug{};
/// Ignores SPIR-V ordered vs unordered using GLSL semantics
bool ignore_nan_fp_comparisons{};
};
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} // namespace Shader