70 lines
2.4 KiB
C++
70 lines
2.4 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "common/types.h"
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namespace Shader {
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struct Profile {
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u32 supported_spirv{0x00010000};
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bool unified_descriptor_binding{};
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bool support_descriptor_aliasing{};
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bool support_int8{};
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bool support_int16{};
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bool support_int64{};
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bool support_vertex_instance_id{};
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bool support_float_controls{};
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bool support_separate_denorm_behavior{};
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bool support_separate_rounding_mode{};
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bool support_fp16_denorm_preserve{};
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bool support_fp32_denorm_preserve{};
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bool support_fp16_denorm_flush{};
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bool support_fp32_denorm_flush{};
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bool support_fp16_signed_zero_nan_preserve{};
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bool support_fp32_signed_zero_nan_preserve{};
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bool support_fp64_signed_zero_nan_preserve{};
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bool support_explicit_workgroup_layout{};
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bool support_vote{};
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bool support_viewport_mask{};
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bool support_typeless_image_loads{};
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bool support_derivative_control{};
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bool support_geometry_shader_passthrough{};
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bool support_native_ndc{};
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bool support_scaled_attributes{};
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bool support_multi_viewport{};
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bool support_geometry_streams{};
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bool warp_size_potentially_larger_than_guest{};
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bool lower_left_origin_mode{};
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/// Fragment outputs have to be declared even if they are not written to avoid undefined values.
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/// See Ori and the Blind Forest's main menu for reference.
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bool need_declared_frag_colors{};
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/// Prevents fast math optimizations that may cause inaccuracies
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bool need_fastmath_off{};
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/// OpFClamp is broken and OpFMax + OpFMin should be used instead
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bool has_broken_spirv_clamp{};
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/// The Position builtin needs to be wrapped in a struct when used as an input
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bool has_broken_spirv_position_input{};
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/// Offset image operands with an unsigned type do not work
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bool has_broken_unsigned_image_offsets{};
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/// Signed instructions with unsigned data types are misinterpreted
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bool has_broken_signed_operations{};
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/// Float controls break when fp16 is enabled
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bool has_broken_fp16_float_controls{};
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/// Ignores SPIR-V ordered vs unordered using GLSL semantics
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bool ignore_nan_fp_comparisons{};
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/// Maxwell and earlier nVidia architectures have broken robust support
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bool has_broken_robust{};
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u64 min_ssbo_alignment{};
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u32 max_user_clip_distances{};
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};
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} // namespace Shader
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