shader: Split profile and runtime info headers
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cbbca26d18
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0ffea97e2e
13 changed files with 93 additions and 77 deletions
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@ -226,6 +226,7 @@ add_library(shader_recompiler STATIC
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object_pool.h
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object_pool.h
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profile.h
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profile.h
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program_header.h
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program_header.h
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runtime_info.h
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shader_info.h
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shader_info.h
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)
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)
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@ -8,6 +8,7 @@
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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namespace Shader::Backend::GLASM {
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namespace Shader::Backend::GLASM {
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namespace {
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namespace {
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@ -13,6 +13,7 @@
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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namespace Shader::Backend::GLASM {
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namespace Shader::Backend::GLASM {
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namespace {
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namespace {
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@ -9,6 +9,7 @@
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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namespace Shader::Backend::GLASM {
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namespace Shader::Backend::GLASM {
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@ -8,7 +8,7 @@
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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namespace Shader::Backend::GLASM {
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namespace Shader::Backend::GLASM {
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namespace {
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namespace {
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@ -6,6 +6,7 @@
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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namespace Shader::Backend::GLSL {
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namespace Shader::Backend::GLSL {
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namespace {
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namespace {
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@ -9,6 +9,7 @@
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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namespace Shader::Backend::GLSL {
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namespace Shader::Backend::GLSL {
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@ -18,9 +18,6 @@ class Value;
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namespace Shader::Backend::GLSL {
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namespace Shader::Backend::GLSL {
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class EmitContext;
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class EmitContext;
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inline void EmitSetLoopSafetyVariable(EmitContext&) {}
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inline void EmitGetLoopSafetyVariable(EmitContext&) {}
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#define NotImplemented() throw NotImplementedException("GLSL instruction {}", __func__)
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#define NotImplemented() throw NotImplementedException("GLSL instruction {}", __func__)
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// Microinstruction emitters
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// Microinstruction emitters
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@ -12,6 +12,7 @@
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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#include "shader_recompiler/shader_info.h"
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#include "shader_recompiler/shader_info.h"
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namespace Shader::Backend::SPIRV {
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namespace Shader::Backend::SPIRV {
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@ -4,59 +4,10 @@
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#pragma once
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#pragma once
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#include <array>
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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 "common/common_types.h"
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namespace Shader {
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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 Profile {
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struct Profile {
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u32 supported_spirv{0x00010000};
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u32 supported_spirv{0x00010000};
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@ -114,27 +65,4 @@ struct Profile {
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bool ignore_nan_fp_comparisons{};
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bool ignore_nan_fp_comparisons{};
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};
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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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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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std::vector<TransformFeedbackVarying> xfb_varyings;
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};
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} // namespace Shader
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} // namespace Shader
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83
src/shader_recompiler/runtime_info.h
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83
src/shader_recompiler/runtime_info.h
Normal file
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@ -0,0 +1,83 @@
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// 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 <optional>
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#include <vector>
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#include "common/common_types.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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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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std::vector<TransformFeedbackVarying> xfb_varyings;
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};
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} // namespace Shader
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/host_translate_info.h"
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#include "shader_recompiler/host_translate_info.h"
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#include "shader_recompiler/object_pool.h"
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#include "shader_recompiler/object_pool.h"
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#include "shader_recompiler/profile.h"
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#include "video_core/engines/shader_type.h"
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#include "video_core/engines/shader_type.h"
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#include "video_core/renderer_opengl/gl_compute_pipeline.h"
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#include "video_core/renderer_opengl/gl_compute_pipeline.h"
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#include "video_core/renderer_opengl/gl_graphics_pipeline.h"
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#include "video_core/renderer_opengl/gl_graphics_pipeline.h"
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#include <vector>
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#include <vector>
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/engines/maxwell_3d.h"
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namespace VideoCommon {
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namespace VideoCommon {
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