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* shader_recompiler: Read image format info directly from sharps instead of storing in shader info. * renderer_vulkan: Parse fetch shader per-pipeline * Few minor fixes. * shader_recompiler: Specialize on vertex attribute number types. * shader_recompiler: Move GetDrawOffsets to fetch shader
33 lines
906 B
C++
33 lines
906 B
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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u32 subgroup_size{};
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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_fp32_denorm_preserve{};
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bool support_fp32_denorm_flush{};
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bool support_explicit_workgroup_layout{};
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bool support_legacy_vertex_attributes{};
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bool has_broken_spirv_clamp{};
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bool lower_left_origin_mode{};
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bool needs_manual_interpolation{};
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u64 min_ssbo_alignment{};
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};
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} // namespace Shader
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