yuzu/src/shader_recompiler/profile.h
ameerj 421847cf1e glsl: Implement image atomics and set layer
along with some more cleanup/oversight fixes
2021-07-22 21:51:37 -04:00

133 lines
3.4 KiB
C++

// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <optional>
#include <vector>
#include "common/common_types.h"
namespace Shader {
enum class AttributeType : u8 {
Float,
SignedInt,
UnsignedInt,
Disabled,
};
enum class InputTopology {
Points,
Lines,
LinesAdjacency,
Triangles,
TrianglesAdjacency,
};
enum class CompareFunction {
Never,
Less,
Equal,
LessThanEqual,
Greater,
NotEqual,
GreaterThanEqual,
Always,
};
enum class TessPrimitive {
Isolines,
Triangles,
Quads,
};
enum class TessSpacing {
Equal,
FractionalOdd,
FractionalEven,
};
struct TransformFeedbackVarying {
u32 buffer{};
u32 stride{};
u32 offset{};
u32 components{};
};
struct Profile {
u32 supported_spirv{0x00010000};
bool unified_descriptor_binding{};
bool support_descriptor_aliasing{};
bool support_int8{};
bool support_int16{};
bool support_vertex_instance_id{};
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{};
bool support_fp64_signed_zero_nan_preserve{};
bool support_explicit_workgroup_layout{};
bool support_vote{};
bool support_viewport_index_layer_non_geometry{};
bool support_viewport_mask{};
bool support_typeless_image_loads{};
bool support_demote_to_helper_invocation{};
bool support_int64_atomics{};
bool support_derivative_control{};
bool support_gl_nv_gpu_shader_5{};
bool support_gl_amd_gpu_shader_half_float{};
bool support_gl_texture_shadow_lod{};
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{};
/// 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{};
/// Ignores SPIR-V ordered vs unordered using GLSL semantics
bool ignore_nan_fp_comparisons{};
};
struct RuntimeInfo {
std::array<AttributeType, 32> generic_input_types{};
bool convert_depth_mode{};
bool force_early_z{};
TessPrimitive tess_primitive{};
TessSpacing tess_spacing{};
bool tess_clockwise{};
InputTopology input_topology{};
std::optional<float> fixed_state_point_size;
std::optional<CompareFunction> alpha_test_func;
float alpha_test_reference{};
// Static y negate value
bool y_negate{};
// Use storage buffers instead of global pointers on GLASM
bool glasm_use_storage_buffers{};
std::vector<TransformFeedbackVarying> xfb_varyings;
};
} // namespace Shader