Ryujinx/src/Ryujinx.Graphics.Shader/Translation/FeatureFlags.cs
gdkchan b423197619
Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig

* Stop using ShaderConfig on backends

* Replace ShaderConfig usages on Translator and passes

* Move remaining properties out of ShaderConfig and delete ShaderConfig

* Remove ResourceManager property from TranslatorContext

* Move Rewriter passes to separate transform pass files

* Fix TransformPasses.RunPass on cases where a node is removed

* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage

* Reduce excessive parameter passing a bit by using structs more

* Remove binding parameter from ShaderProperties methods since it is redundant

* Replace decoder instruction checks with switch statement

* Put GLSL on the same plan as SPIR-V for input/output declaration

* Stop mutating TranslatorContext state when Translate is called

* Pass most of the graphics state using a struct instead of individual query methods

* Auto-format

* Auto-format

* Add backend logging interface

* Auto-format

* Remove unnecessary use of interpolated strings

* Remove more modifications of AttributeUsage after decode

* PR feedback

* gl_Layer is not supported on compute
2023-08-13 22:26:42 -03:00

25 lines
629 B
C#

using System;
namespace Ryujinx.Graphics.Shader.Translation
{
/// <summary>
/// Features used by the shader that are important for the code generator to know in advance.
/// These typically change the declarations in the shader header.
/// </summary>
[Flags]
public enum FeatureFlags
{
None = 0,
// Affected by resolution scaling.
FragCoordXY = 1 << 1,
Bindless = 1 << 2,
InstanceId = 1 << 3,
DrawParameters = 1 << 4,
RtLayer = 1 << 5,
FixedFuncAttr = 1 << 9,
LocalMemory = 1 << 10,
SharedMemory = 1 << 11,
}
}