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52 lines
2.5 KiB
C++
52 lines
2.5 KiB
C++
#ifndef EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_
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#define EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_
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#include "graphics/shader/recompiler/ir/passes/SrtWalker.h"
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namespace Libs::Graphics::ShaderRecompiler::IR {
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// Canonical module-affecting resource state. Runtime addresses and descriptor payloads remain in
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// ResourceSnapshot and therefore do not create shader permutations.
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struct ResourceSpecialization {
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struct Buffer {
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uint32_t packed_stride = 0;
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Prospero::BufferFormat descriptor_format = Prospero::BufferFormat::kInvalid;
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uint32_t descriptor_swizzle = DstSel(4, 5, 6, 7);
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bool operator==(const Buffer&) const = default;
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};
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struct Image {
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Prospero::TextureNumericClass numeric_class = Prospero::TextureNumericClass::Unsupported;
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Decoder::ImageDimension dimension = Decoder::ImageDimension::Unknown;
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uint32_t mip_count = 1;
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Prospero::BufferFormat conversion_format = Prospero::BufferFormat::kInvalid;
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uint32_t shader_swizzle = ShaderImageIdentitySwizzle;
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uint32_t indirect_root = ImageResource::NoIndirectImage;
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uint32_t indirect_mapping_offset = 0;
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uint32_t indirect_search_iterations = 0;
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bool cube = false;
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bool operator==(const Image&) const = default;
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};
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std::vector<Buffer> buffers;
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std::vector<Image> images;
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bool operator==(const ResourceSpecialization&) const = default;
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};
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// Extracts the descriptor/SRT value graph before resource specialization. The returned plan owns
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// its values and is independent of the translated shader CFG.
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ResourcePlan ExtractResourcePlan(const Program& program);
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// Resolves and specializes the immutable resource plan in one transaction. On failure both
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// destinations are unchanged.
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bool MaterializeResources(const ResourcePlan& program, const SrtRuntime& runtime,
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ResourceSnapshot& snapshot, ResourceSpecialization& specialization);
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// Applies an already-derived specialization to native IR before layout and emission.
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void ApplyResourceSpecialization(Program& program, const ResourceSpecialization& specialization);
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} // namespace Libs::Graphics::ShaderRecompiler::IR
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#endif /* EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_ */
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