yuzu/src/shader_recompiler/shader_info.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 <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>
#include <boost/container/static_vector.hpp>
namespace Shader {
enum class TextureType : u32 {
Color1D,
ColorArray1D,
Color2D,
ColorArray2D,
Color3D,
ColorCube,
ColorArrayCube,
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Buffer,
};
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constexpr u32 NUM_TEXTURE_TYPES = 8;
enum class ImageFormat : u32 {
Typeless,
R8_UINT,
R8_SINT,
R16_UINT,
R16_SINT,
R32_UINT,
R32G32_UINT,
R32G32B32A32_UINT,
};
enum class Interpolation {
Smooth,
Flat,
NoPerspective,
};
struct InputVarying {
Interpolation interpolation{Interpolation::Smooth};
bool used{false};
};
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struct ConstantBufferDescriptor {
u32 index;
u32 count;
};
struct StorageBufferDescriptor {
u32 cbuf_index;
u32 cbuf_offset;
u32 count;
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bool is_written;
};
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struct TextureBufferDescriptor {
u32 cbuf_index;
u32 cbuf_offset;
u32 count;
};
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using TextureBufferDescriptors = boost::container::small_vector<TextureBufferDescriptor, 6>;
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struct ImageBufferDescriptor {
ImageFormat format;
bool is_written;
u32 cbuf_index;
u32 cbuf_offset;
u32 count;
};
using ImageBufferDescriptors = boost::container::small_vector<ImageBufferDescriptor, 2>;
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struct TextureDescriptor {
TextureType type;
bool is_depth;
u32 cbuf_index;
u32 cbuf_offset;
u32 count;
};
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using TextureDescriptors = boost::container::small_vector<TextureDescriptor, 12>;
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struct ImageDescriptor {
TextureType type;
ImageFormat format;
bool is_written;
u32 cbuf_index;
u32 cbuf_offset;
u32 count;
};
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using ImageDescriptors = boost::container::small_vector<ImageDescriptor, 4>;
struct Info {
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static constexpr size_t MAX_CBUFS{18};
static constexpr size_t MAX_SSBOS{16};
bool uses_workgroup_id{};
bool uses_local_invocation_id{};
bool uses_invocation_id{};
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bool uses_sample_id{};
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bool uses_is_helper_invocation{};
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bool uses_subgroup_invocation_id{};
std::array<bool, 30> uses_patches{};
std::array<InputVarying, 32> input_generics{};
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bool loads_primitive_id{};
bool loads_position{};
bool loads_instance_id{};
bool loads_vertex_id{};
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bool loads_front_face{};
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bool loads_point_coord{};
bool loads_tess_coord{};
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bool loads_indexed_attributes{};
std::array<bool, 8> stores_frag_color{};
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bool stores_sample_mask{};
bool stores_frag_depth{};
std::array<bool, 32> stores_generics{};
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_layer{};
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bool stores_viewport_index{};
bool stores_viewport_mask{};
bool stores_tess_level_outer{};
bool stores_tess_level_inner{};
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bool stores_indexed_attributes{};
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bool uses_fp16{};
bool uses_fp64{};
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bool uses_fp16_denorms_flush{};
bool uses_fp16_denorms_preserve{};
bool uses_fp32_denorms_flush{};
bool uses_fp32_denorms_preserve{};
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bool uses_int8{};
bool uses_int16{};
bool uses_int64{};
bool uses_image_1d{};
bool uses_sampled_1d{};
bool uses_sparse_residency{};
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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bool uses_derivatives{};
bool uses_typeless_image_reads{};
bool uses_typeless_image_writes{};
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bool uses_shared_increment{};
bool uses_shared_decrement{};
bool uses_global_increment{};
bool uses_global_decrement{};
bool uses_atomic_f32_add{};
bool uses_atomic_f16x2_add{};
bool uses_atomic_f16x2_min{};
bool uses_atomic_f16x2_max{};
bool uses_atomic_f32x2_add{};
bool uses_atomic_f32x2_min{};
bool uses_atomic_f32x2_max{};
bool uses_int64_bit_atomics{};
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IR::Type used_constant_buffer_types{};
IR::Type used_storage_buffer_types{};
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u32 constant_buffer_mask{};
boost::container::static_vector<ConstantBufferDescriptor, MAX_CBUFS>
constant_buffer_descriptors;
boost::container::static_vector<StorageBufferDescriptor, MAX_SSBOS> storage_buffers_descriptors;
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TextureBufferDescriptors texture_buffer_descriptors;
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ImageBufferDescriptors image_buffer_descriptors;
TextureDescriptors texture_descriptors;
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ImageDescriptors image_descriptors;
};
} // namespace Shader