dxvk/src/dxbc/dxbc_options.h

62 lines
1.6 KiB
C++

#pragma once
#include "../dxvk/dxvk_device.h"
namespace dxvk {
struct D3D11Options;
enum class DxbcFloatControlFlag : uint32_t {
DenormFlushToZero32,
DenormPreserve64,
PreserveNan32,
PreserveNan64,
};
using DxbcFloatControlFlags = Flags<DxbcFloatControlFlag>;
struct DxbcOptions {
DxbcOptions();
DxbcOptions(const Rc<DxvkDevice>& device, const D3D11Options& options);
// Clamp oDepth in fragment shaders if the depth
// clip device feature is not supported
bool useDepthClipWorkaround = false;
/// Determines whether format qualifiers
/// on typed UAV loads are required
bool supportsTypedUavLoadR32 = false;
/// Determines whether raw access chains are supported
bool supportsRawAccessChains = false;
/// Clear thread-group shared memory to zero
bool zeroInitWorkgroupMemory = false;
/// Declare vertex positions as invariant
bool invariantPosition = false;
/// Insert memory barriers after TGSM stoes
bool forceVolatileTgsmAccess = false;
/// Replace ld_ms with ld
bool disableMsaa = false;
/// Force sample rate shading by using sample
/// interpolation for fragment shader inputs
bool forceSampleRateShading = false;
// Enable per-sample interlock if supported
bool enableSampleShadingInterlock = false;
/// Float control flags
DxbcFloatControlFlags floatControl;
/// Minimum storage buffer alignment
VkDeviceSize minSsboAlignment = 0;
/// Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
bool longMad;
};
}