2021-02-16 19:59:28 -08:00
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// 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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2021-03-23 21:33:45 -07:00
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#include <array>
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#include <optional>
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#include <vector>
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#include "common/common_types.h"
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namespace Shader {
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enum class AttributeType : u8 {
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Float,
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SignedInt,
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UnsignedInt,
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Disabled,
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};
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enum class InputTopology {
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Points,
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Lines,
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LinesAdjacency,
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Triangles,
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TrianglesAdjacency,
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};
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enum class CompareFunction {
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Never,
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Less,
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Equal,
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LessThanEqual,
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Greater,
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NotEqual,
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GreaterThanEqual,
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Always,
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};
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enum class TessPrimitive {
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Isolines,
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Triangles,
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Quads,
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};
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enum class TessSpacing {
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Equal,
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FractionalOdd,
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FractionalEven,
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};
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struct TransformFeedbackVarying {
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u32 buffer{};
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u32 stride{};
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u32 offset{};
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u32 components{};
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};
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struct Profile {
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u32 supported_spirv{0x00010000};
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bool unified_descriptor_binding{};
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bool support_descriptor_aliasing{};
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bool support_int8{};
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bool support_int16{};
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bool support_vertex_instance_id{};
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bool support_float_controls{};
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bool support_separate_denorm_behavior{};
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bool support_separate_rounding_mode{};
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bool support_fp16_denorm_preserve{};
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bool support_fp32_denorm_preserve{};
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bool support_fp16_denorm_flush{};
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bool support_fp32_denorm_flush{};
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bool support_fp16_signed_zero_nan_preserve{};
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bool support_fp32_signed_zero_nan_preserve{};
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bool support_fp64_signed_zero_nan_preserve{};
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bool support_explicit_workgroup_layout{};
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bool support_vote{};
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bool support_viewport_index_layer_non_geometry{};
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bool support_viewport_mask{};
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bool support_typeless_image_loads{};
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bool support_demote_to_helper_invocation{};
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bool support_int64_atomics{};
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bool warp_size_potentially_larger_than_guest{};
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bool lower_left_origin_mode{};
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/// OpFClamp is broken and OpFMax + OpFMin should be used instead
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bool has_broken_spirv_clamp{};
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/// Offset image operands with an unsigned type do not work
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bool has_broken_unsigned_image_offsets{};
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/// Signed instructions with unsigned data types are misinterpreted
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bool has_broken_signed_operations{};
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/// Ignores SPIR-V ordered vs unordered using GLSL semantics
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bool ignore_nan_fp_comparisons{};
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};
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struct RuntimeInfo {
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std::array<AttributeType, 32> generic_input_types{};
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bool convert_depth_mode{};
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bool force_early_z{};
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TessPrimitive tess_primitive{};
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TessSpacing tess_spacing{};
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bool tess_clockwise{};
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InputTopology input_topology{};
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std::optional<float> fixed_state_point_size;
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std::optional<CompareFunction> alpha_test_func;
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float alpha_test_reference{};
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bool y_negate{};
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std::vector<TransformFeedbackVarying> xfb_varyings;
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};
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} // namespace Shader
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