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- // SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #pragma once
- #include "common/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_index_layer_non_geometry{};
- bool support_viewport_mask{};
- bool support_typeless_image_loads{};
- bool support_demote_to_helper_invocation{};
- bool support_int64_atomics{};
- bool support_derivative_control{};
- bool support_geometry_shader_passthrough{};
- bool support_native_ndc{};
- bool support_gl_nv_gpu_shader_5{};
- bool support_gl_amd_gpu_shader_half_float{};
- bool support_gl_texture_shadow_lod{};
- bool support_gl_warp_intrinsics{};
- bool support_gl_variable_aoffi{};
- bool support_gl_sparse_textures{};
- bool support_gl_derivative_control{};
- bool support_scaled_attributes{};
- bool support_multi_viewport{};
- 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{};
- /// Some GPU vendors use a different rounding precision when calculating texture pixel
- /// coordinates with the 16.8 format in the ImageGather instruction than the Maxwell
- /// architecture. Applying an offset does fix this mismatching rounding behaviour.
- bool need_gather_subpixel_offset{};
- /// 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{};
- /// Dynamic vec4 indexing is broken on some OpenGL drivers
- bool has_gl_component_indexing_bug{};
- /// The precise type qualifier is broken in the fragment stage of some drivers
- bool has_gl_precise_bug{};
- /// Some drivers do not properly support floatBitsToUint when used on cbufs
- bool has_gl_cbuf_ftou_bug{};
- /// Some drivers poorly optimize boolean variable references
- bool has_gl_bool_ref_bug{};
- /// Ignores SPIR-V ordered vs unordered using GLSL semantics
- bool ignore_nan_fp_comparisons{};
- /// Some drivers have broken support for OpVectorExtractDynamic on subgroup mask inputs
- bool has_broken_spirv_subgroup_mask_vector_extract_dynamic{};
- u32 gl_max_compute_smem_size{};
- /// Maxwell and earlier nVidia architectures have broken robust support
- bool has_broken_robust{};
- };
- } // namespace Shader
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