// 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