7dafa96ab5
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#pragma once
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#include <array>
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#include "common/common_types.h"
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#include "shader_recompiler/program_header.h"
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#include "shader_recompiler/shader_info.h"
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#include "shader_recompiler/stage.h"
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namespace Shader {
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class Environment {
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public:
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virtual ~Environment() = default;
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[[nodiscard]] virtual u64 ReadInstruction(u32 address) = 0;
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[[nodiscard]] virtual u32 ReadCbufValue(u32 cbuf_index, u32 cbuf_offset) = 0;
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[[nodiscard]] virtual TextureType ReadTextureType(u32 raw_handle) = 0;
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[[nodiscard]] virtual u32 TextureBoundBuffer() const = 0;
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[[nodiscard]] virtual u32 LocalMemorySize() const = 0;
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[[nodiscard]] virtual u32 SharedMemorySize() const = 0;
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[[nodiscard]] virtual std::array<u32, 3> WorkgroupSize() const = 0;
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[[nodiscard]] const ProgramHeader& SPH() const noexcept {
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return sph;
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}
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[[nodiscard]] const std::array<u32, 8>& GpPassthroughMask() const noexcept {
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return gp_passthrough_mask;
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}
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[[nodiscard]] Stage ShaderStage() const noexcept {
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return stage;
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}
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[[nodiscard]] u32 StartAddress() const noexcept {
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return start_address;
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}
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protected:
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ProgramHeader sph{};
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std::array<u32, 8> gp_passthrough_mask{};
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Stage stage{};
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u32 start_address{};
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};
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} // namespace Shader
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