yuzu-android/src/shader_recompiler/varying_state.h

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// 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) ||
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AnyComponent(IR::Attribute::ColorBackSpecularR) || FixedFunctionTexture() ||
mask[static_cast<size_t>(IR::Attribute::FogCoordinate)];
}
[[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