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7dafa96ab5
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
89 lines
1.6 KiB
C++
89 lines
1.6 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <bitset>
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#include <optional>
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#include <vector>
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#include "common/common_types.h"
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#include "shader_recompiler/varying_state.h"
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namespace Shader {
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enum class AttributeType : u8 {
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Float,
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SignedInt,
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UnsignedInt,
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Disabled,
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};
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enum class InputTopology {
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Points,
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Lines,
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LinesAdjacency,
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Triangles,
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TrianglesAdjacency,
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};
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enum class CompareFunction {
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Never,
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Less,
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Equal,
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LessThanEqual,
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Greater,
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NotEqual,
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GreaterThanEqual,
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Always,
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};
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enum class TessPrimitive {
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Isolines,
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Triangles,
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Quads,
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};
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enum class TessSpacing {
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Equal,
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FractionalOdd,
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FractionalEven,
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};
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struct TransformFeedbackVarying {
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u32 buffer{};
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u32 stride{};
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u32 offset{};
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u32 components{};
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};
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struct RuntimeInfo {
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std::array<AttributeType, 32> generic_input_types{};
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VaryingState previous_stage_stores;
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bool convert_depth_mode{};
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bool force_early_z{};
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TessPrimitive tess_primitive{};
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TessSpacing tess_spacing{};
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bool tess_clockwise{};
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InputTopology input_topology{};
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std::optional<float> fixed_state_point_size;
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std::optional<CompareFunction> alpha_test_func;
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float alpha_test_reference{};
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/// Static Y negate value
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bool y_negate{};
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/// Use storage buffers instead of global pointers on GLASM
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bool glasm_use_storage_buffers{};
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/// Transform feedback state for each varying
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std::vector<TransformFeedbackVarying> xfb_varyings;
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};
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} // namespace Shader
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