yuzu/src/shader_recompiler/shader_info.h
2021-07-22 21:51:24 -04:00

97 lines
2.2 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 "common/common_types.h"
#include "shader_recompiler/frontend/ir/type.h"
#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,
Shadow1D,
ShadowArray1D,
Shadow2D,
ShadowArray2D,
Shadow3D,
ShadowCube,
ShadowArrayCube,
};
struct TextureDescriptor {
TextureType type;
u32 cbuf_index;
u32 cbuf_offset;
u32 count;
};
using TextureDescriptors = boost::container::small_vector<TextureDescriptor, 12>;
struct ConstantBufferDescriptor {
u32 index;
u32 count;
};
struct StorageBufferDescriptor {
u32 cbuf_index;
u32 cbuf_offset;
u32 count;
};
struct Info {
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_subgroup_invocation_id{};
std::array<bool, 32> loads_generics{};
bool loads_position{};
bool loads_instance_id{};
bool loads_vertex_id{};
std::array<bool, 8> stores_frag_color{};
bool stores_frag_depth{};
std::array<bool, 32> stores_generics{};
bool stores_position{};
bool uses_fp16{};
bool uses_fp64{};
bool uses_fp16_denorms_flush{};
bool uses_fp16_denorms_preserve{};
bool uses_fp32_denorms_flush{};
bool uses_fp32_denorms_preserve{};
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{};
bool uses_subgroup_vote{};
IR::Type used_constant_buffer_types{};
u32 constant_buffer_mask{};
boost::container::static_vector<ConstantBufferDescriptor, MAX_CBUFS>
constant_buffer_descriptors;
boost::container::static_vector<StorageBufferDescriptor, MAX_SSBOS> storage_buffers_descriptors;
TextureDescriptors texture_descriptors;
};
} // namespace Shader