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author | lat9nq <lat9nq@gmail.com> | 2021-07-25 15:31:33 -0400 |
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committer | GitHub <noreply@github.com> | 2021-07-25 15:31:33 -0400 |
commit | 09d6cc99435322c5f480eaa2b0967e33f4966ba6 (patch) | |
tree | 72cdf06f6b7d77fdf5826104fea691f3ea450f54 /src/shader_recompiler/varying_state.h | |
parent | d8b00fd863c8aa9fca02a479ce958899f1aadf24 (diff) | |
parent | 7e272d3cd81656b65b21f5a569fc9a2d76cac758 (diff) |
Merge branch 'master' into fullscreen-enum
Diffstat (limited to 'src/shader_recompiler/varying_state.h')
-rw-r--r-- | src/shader_recompiler/varying_state.h | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/src/shader_recompiler/varying_state.h b/src/shader_recompiler/varying_state.h new file mode 100644 index 000000000..9d7b24a76 --- /dev/null +++ b/src/shader_recompiler/varying_state.h @@ -0,0 +1,69 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include <bitset> +#include <cstddef> + +#include "shader_recompiler/frontend/ir/attribute.h" + +namespace Shader { + +struct VaryingState { + std::bitset<256> mask{}; + + void Set(IR::Attribute attribute, bool state = true) { + mask[static_cast<size_t>(attribute)] = state; + } + + [[nodiscard]] bool operator[](IR::Attribute attribute) const noexcept { + return mask[static_cast<size_t>(attribute)]; + } + + [[nodiscard]] bool AnyComponent(IR::Attribute base) const noexcept { + return mask[static_cast<size_t>(base) + 0] || mask[static_cast<size_t>(base) + 1] || + mask[static_cast<size_t>(base) + 2] || mask[static_cast<size_t>(base) + 3]; + } + + [[nodiscard]] bool AllComponents(IR::Attribute base) const noexcept { + return mask[static_cast<size_t>(base) + 0] && mask[static_cast<size_t>(base) + 1] && + mask[static_cast<size_t>(base) + 2] && mask[static_cast<size_t>(base) + 3]; + } + + [[nodiscard]] bool IsUniform(IR::Attribute base) const noexcept { + return AnyComponent(base) == AllComponents(base); + } + + [[nodiscard]] bool Generic(size_t index, size_t component) const noexcept { + return mask[static_cast<size_t>(IR::Attribute::Generic0X) + index * 4 + component]; + } + + [[nodiscard]] bool Generic(size_t index) const noexcept { + return Generic(index, 0) || Generic(index, 1) || Generic(index, 2) || Generic(index, 3); + } + + [[nodiscard]] bool ClipDistances() const noexcept { + return AnyComponent(IR::Attribute::ClipDistance0) || + AnyComponent(IR::Attribute::ClipDistance4); + } + + [[nodiscard]] bool Legacy() const noexcept { + return AnyComponent(IR::Attribute::ColorFrontDiffuseR) || + AnyComponent(IR::Attribute::ColorFrontSpecularR) || + AnyComponent(IR::Attribute::ColorBackDiffuseR) || + AnyComponent(IR::Attribute::ColorBackSpecularR) || FixedFunctionTexture(); + } + + [[nodiscard]] bool FixedFunctionTexture() const noexcept { + for (size_t index = 0; index < 10; ++index) { + if (AnyComponent(IR::Attribute::FixedFncTexture0S + index * 4)) { + return true; + } + } + return false; + } +}; + +} // namespace Shader |