shadPS4/src/shader_recompiler/profile.h

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "common/types.h"
namespace Shader {
struct Profile {
u32 supported_spirv{0x00010000};
bool unified_descriptor_binding{};
bool support_descriptor_aliasing{};
bool support_int8{};
bool support_int16{};
bool support_int64{};
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_mask{};
bool support_typeless_image_loads{};
bool support_derivative_control{};
bool support_geometry_shader_passthrough{};
bool support_native_ndc{};
bool support_scaled_attributes{};
bool support_multi_viewport{};
bool support_geometry_streams{};
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{};
/// 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{};
/// The Position builtin needs to be wrapped in a struct when used as an input
bool has_broken_spirv_position_input{};
/// 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{};
/// Float controls break when fp16 is enabled
bool has_broken_fp16_float_controls{};
/// Ignores SPIR-V ordered vs unordered using GLSL semantics
bool ignore_nan_fp_comparisons{};
/// Maxwell and earlier nVidia architectures have broken robust support
bool has_broken_robust{};
u64 min_ssbo_alignment{};
u32 max_user_clip_distances{};
};
} // namespace Shader