mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-01-18 12:38:27 +00:00
bfc845324c
* translator: Implemtn f32 to f16 convert * shader_recompiler: Add bit instructions * shader_recompiler: More data share instructions * shader_recompiler: Remove exec contexts, fix S_MOV_B64 * shader_recompiler: Split instruction parsing into categories * shader_recompiler: Better BFS search * shader_recompiler: Constant propagation pass for cmp_class_f32 * shader_recompiler: Partial readfirstlane implementation * shader_recompiler: Stub readlane/writelane only for non-compute * hack: Fix swizzle on RDR * Will properly fix this when merging this * clang format * address_space: Bump user area size to full * shader_recompiler: V_INTERP_MOV_F32 * Should work the same as spirv will emit flat decoration on demand * kernel: Add MAP_OP_MAP_FLEXIBLE * image_view: Attempt to apply storage swizzle on format * vk_scheduler: Barrier attachments on renderpass end * clang format * liverpool: cs state backup * shader_recompiler: More instructions and formats * vector_alu: Proper V_MBCNT_U32_B32 * shader_recompiler: Port some dark souls things * file_system: Implement sceKernelRename * more formats * clang format * resource_tracking_pass: Back to assert * translate: Tracedata * kernel: Remove tracy lock * Solves random crashes in Dark Souls * code: Review comments
36 lines
1 KiB
C++
36 lines
1 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#pragma once
|
|
|
|
#include "common/types.h"
|
|
|
|
namespace Shader {
|
|
|
|
struct Profile {
|
|
u32 supported_spirv{0x00010000};
|
|
u32 subgroup_size{};
|
|
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 has_broken_spirv_clamp{};
|
|
bool lower_left_origin_mode{};
|
|
u64 min_ssbo_alignment{};
|
|
};
|
|
|
|
} // namespace Shader
|