forked from suyu/suyu
99ceb03a1c
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
223 lines
5.1 KiB
C++
223 lines
5.1 KiB
C++
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <cstddef>
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#include "common/common_types.h"
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#include "shader_recompiler/stage.h"
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namespace Settings {
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enum class ShaderBackend : u32;
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};
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namespace OpenGL {
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class Device {
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public:
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explicit Device();
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[[nodiscard]] std::string GetVendorName() const;
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u64 GetCurrentDedicatedVideoMemory() const;
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u32 GetMaxUniformBuffers(Shader::Stage stage) const noexcept {
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return max_uniform_buffers[static_cast<size_t>(stage)];
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}
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size_t GetUniformBufferAlignment() const {
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return uniform_buffer_alignment;
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}
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size_t GetShaderStorageBufferAlignment() const {
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return shader_storage_alignment;
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}
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u32 GetMaxVertexAttributes() const {
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return max_vertex_attributes;
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}
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u32 GetMaxVaryings() const {
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return max_varyings;
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}
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u32 GetMaxComputeSharedMemorySize() const {
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return max_compute_shared_memory_size;
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}
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u32 GetMaxGLASMStorageBufferBlocks() const {
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return max_glasm_storage_buffer_blocks;
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}
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bool HasWarpIntrinsics() const {
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return has_warp_intrinsics;
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}
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bool HasShaderBallot() const {
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return has_shader_ballot;
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}
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bool HasVertexViewportLayer() const {
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return has_vertex_viewport_layer;
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}
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bool HasImageLoadFormatted() const {
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return has_image_load_formatted;
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}
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bool HasTextureShadowLod() const {
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return has_texture_shadow_lod;
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}
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bool HasVertexBufferUnifiedMemory() const {
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return has_vertex_buffer_unified_memory;
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}
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bool HasASTC() const {
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return has_astc;
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}
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bool HasVariableAoffi() const {
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return has_variable_aoffi;
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}
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bool HasComponentIndexingBug() const {
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return has_component_indexing_bug;
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}
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bool HasPreciseBug() const {
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return has_precise_bug;
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}
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bool HasBrokenTextureViewFormats() const {
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return has_broken_texture_view_formats;
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}
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bool HasFastBufferSubData() const {
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return has_fast_buffer_sub_data;
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}
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bool HasNvViewportArray2() const {
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return has_nv_viewport_array2;
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}
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bool HasDerivativeControl() const {
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return has_derivative_control;
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}
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bool HasDebuggingToolAttached() const {
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return has_debugging_tool_attached;
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}
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bool UseAssemblyShaders() const {
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return use_assembly_shaders;
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}
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bool UseAsynchronousShaders() const {
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return use_asynchronous_shaders;
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}
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bool UseDriverCache() const {
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return use_driver_cache;
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}
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bool HasDepthBufferFloat() const {
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return has_depth_buffer_float;
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}
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bool HasGeometryShaderPassthrough() const {
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return has_geometry_shader_passthrough;
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}
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bool HasNvGpuShader5() const {
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return has_nv_gpu_shader_5;
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}
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bool HasShaderInt64() const {
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return has_shader_int64;
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}
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bool HasAmdShaderHalfFloat() const {
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return has_amd_shader_half_float;
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}
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bool HasSparseTexture2() const {
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return has_sparse_texture_2;
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}
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bool IsWarpSizePotentiallyLargerThanGuest() const {
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return warp_size_potentially_larger_than_guest;
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}
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bool NeedsFastmathOff() const {
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return need_fastmath_off;
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}
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bool HasCbufFtouBug() const {
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return has_cbuf_ftou_bug;
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}
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bool HasBoolRefBug() const {
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return has_bool_ref_bug;
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}
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Settings::ShaderBackend GetShaderBackend() const {
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return shader_backend;
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}
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bool IsAmd() const {
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return vendor_name == "ATI Technologies Inc.";
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}
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bool CanReportMemoryUsage() const {
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return can_report_memory;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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std::array<u32, Shader::MaxStageTypes> max_uniform_buffers{};
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size_t uniform_buffer_alignment{};
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size_t shader_storage_alignment{};
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u32 max_vertex_attributes{};
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u32 max_varyings{};
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u32 max_compute_shared_memory_size{};
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u32 max_glasm_storage_buffer_blocks{};
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Settings::ShaderBackend shader_backend{};
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bool has_warp_intrinsics{};
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bool has_shader_ballot{};
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bool has_vertex_viewport_layer{};
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bool has_image_load_formatted{};
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bool has_texture_shadow_lod{};
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bool has_vertex_buffer_unified_memory{};
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bool has_astc{};
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bool has_variable_aoffi{};
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bool has_component_indexing_bug{};
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bool has_precise_bug{};
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bool has_broken_texture_view_formats{};
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bool has_fast_buffer_sub_data{};
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bool has_nv_viewport_array2{};
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bool has_derivative_control{};
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bool has_debugging_tool_attached{};
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bool use_assembly_shaders{};
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bool use_asynchronous_shaders{};
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bool use_driver_cache{};
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bool has_depth_buffer_float{};
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bool has_geometry_shader_passthrough{};
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bool has_nv_gpu_shader_5{};
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bool has_shader_int64{};
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bool has_amd_shader_half_float{};
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bool has_sparse_texture_2{};
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bool warp_size_potentially_larger_than_guest{};
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bool need_fastmath_off{};
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bool has_cbuf_ftou_bug{};
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bool has_bool_ref_bug{};
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bool can_report_memory{};
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std::string vendor_name;
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};
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} // namespace OpenGL
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