mirror of
https://git.eden-emu.dev/eden-emu/eden.git
synced 2026-08-24 08:21:19 +00:00
17e2be173c
lots of AGILEism in spirv-opt theres BETTER alternatives like https://github.com/renderbag/re-spirv (im not gonna bother for now, it probably has shitty build system) it sucks the IR already resolves most of the shader code to just constant load/stores Spirv-opt passes do not seem to make such a big difference only introduce extra latency like for example cbuf pass in IR already removes a lot of code, that spirv_opt would otherwise miss due to the fact it doesn't have cbuf information Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3877 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: crueter <crueter@eden-emu.dev>
43 lines
1.6 KiB
C++
43 lines
1.6 KiB
C++
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
|
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
|
|
|
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#pragma once
|
|
|
|
#include <vector>
|
|
|
|
#include "common/common_types.h"
|
|
#include "shader_recompiler/backend/bindings.h"
|
|
#include "shader_recompiler/frontend/ir/program.h"
|
|
#include "shader_recompiler/profile.h"
|
|
#include "shader_recompiler/runtime_info.h"
|
|
|
|
namespace Shader::Backend::SPIRV {
|
|
|
|
constexpr u32 NUM_TEXTURE_SCALING_WORDS = 4;
|
|
constexpr u32 NUM_IMAGE_SCALING_WORDS = 2;
|
|
constexpr u32 NUM_TEXTURE_AND_IMAGE_SCALING_WORDS =
|
|
NUM_TEXTURE_SCALING_WORDS + NUM_IMAGE_SCALING_WORDS;
|
|
|
|
struct RescalingLayout {
|
|
alignas(16) std::array<u32, NUM_TEXTURE_SCALING_WORDS> rescaling_textures;
|
|
alignas(16) std::array<u32, NUM_IMAGE_SCALING_WORDS> rescaling_images;
|
|
u32 down_factor;
|
|
};
|
|
struct RenderAreaLayout {
|
|
std::array<f32, 4> render_area;
|
|
};
|
|
constexpr u32 RESCALING_LAYOUT_WORDS_OFFSET = offsetof(RescalingLayout, rescaling_textures);
|
|
constexpr u32 RESCALING_LAYOUT_DOWN_FACTOR_OFFSET = offsetof(RescalingLayout, down_factor);
|
|
constexpr u32 RENDERAREA_LAYOUT_OFFSET = offsetof(RenderAreaLayout, render_area);
|
|
|
|
[[nodiscard]] std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_info, IR::Program& program, Bindings& bindings);
|
|
[[nodiscard]] inline std::vector<u32> EmitSPIRV(const Profile& profile, IR::Program& program) {
|
|
Bindings binding;
|
|
return EmitSPIRV(profile, {}, program, binding);
|
|
}
|
|
|
|
} // namespace Shader::Backend::SPIRV
|