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KytyPS5/src/graphics/shader/recompiler/ir/passes/ResourceMaterialization.h
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#ifndef EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_
#define EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_
#include "graphics/shader/recompiler/ir/passes/SrtWalker.h"
namespace Libs::Graphics::ShaderRecompiler::IR {
// Canonical module-affecting resource state. Runtime addresses and descriptor payloads remain in
// ResourceSnapshot and therefore do not create shader permutations.
struct ResourceSpecialization {
struct Buffer {
uint32_t packed_stride = 0;
Prospero::BufferFormat descriptor_format = Prospero::BufferFormat::kInvalid;
uint32_t descriptor_swizzle = DstSel(4, 5, 6, 7);
bool zero_stride_oob = false;
bool scalar_empty = false;
uint32_t indirect_root = BufferResource::NoIndirectBuffer;
uint32_t indirect_mapping_offset = 0;
uint32_t indirect_search_iterations = 0;
bool operator==(const Buffer&) const = default;
};
struct Image {
Prospero::TextureNumericClass numeric_class = Prospero::TextureNumericClass::Unsupported;
Decoder::ImageDimension dimension = Decoder::ImageDimension::Unknown;
uint32_t mip_count = 1;
Prospero::BufferFormat conversion_format = Prospero::BufferFormat::kInvalid;
uint32_t shader_swizzle = ShaderImageIdentitySwizzle;
uint32_t indirect_root = ImageResource::NoIndirectImage;
uint32_t indirect_mapping_offset = 0;
uint32_t indirect_search_iterations = 0;
bool cube = false;
bool fmask = false;
bool heap = false;
bool operator==(const Image&) const = default;
};
struct Sampler {
uint32_t indirect_root = SamplerResource::NoIndirectSampler;
uint32_t indirect_mapping_offset = 0;
uint32_t indirect_search_iterations = 0;
bool operator==(const Sampler&) const = default;
};
std::vector<Buffer> buffers;
std::vector<Image> images;
std::vector<Sampler> samplers;
bool operator==(const ResourceSpecialization&) const = default;
};
// Extracts the descriptor/SRT value graph before resource specialization. The returned plan owns
// its values and is independent of the translated shader CFG.
ResourcePlan ExtractResourcePlan(const Program& program);
// Refreshes cached resources and specialization in place. A failed refresh must not be used.
bool MaterializeResources(const ResourcePlan& program, const SrtRuntime& runtime,
ResourceSnapshot& snapshot, ResourceSpecialization& specialization);
// Applies an already-derived specialization to native IR before layout and emission.
void ApplyResourceSpecialization(Program& program, const ResourceSpecialization& specialization);
// Kind of an image heap entry as root sees it, or 0 (and a zeroed value) when root reads it as
// null. Entries of one kind specialize identically.
uint32_t ImageHeapKind(const ImageResource& root, DescriptorValue& value);
// The sampled resource that root resolves entries of kind as; kind 0 gives the identity of
// root's view of a heap.
ImageResource ImageHeapResource(const ImageResource& root, uint32_t kind);
} // namespace Libs::Graphics::ShaderRecompiler::IR
#endif /* EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_ */