suyu/src/shader_recompiler/ir_opt/passes.h
Billy Laws 8804a4eb23 shader_recompiler: Align SSBO offsets to meet host requirements
We can take advantage of SSBO addresses being passed in a constant bufer to account for the extra alignment requirements in the shader itself.
2023-01-05 22:13:07 +00:00

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1.3 KiB
C++

// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "shader_recompiler/environment.h"
#include "shader_recompiler/frontend/ir/program.h"
namespace Shader {
struct HostTranslateInfo;
}
namespace Shader::Optimization {
void CollectShaderInfoPass(Environment& env, IR::Program& program);
void ConstantPropagationPass(Environment& env, IR::Program& program);
void DeadCodeEliminationPass(IR::Program& program);
void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info);
void IdentityRemovalPass(IR::Program& program);
void LowerFp16ToFp32(IR::Program& program);
void LowerInt64ToInt32(IR::Program& program);
void RescalingPass(IR::Program& program);
void SsaRewritePass(IR::Program& program);
void PositionPass(Environment& env, IR::Program& program);
void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo& host_info);
void LayerPass(IR::Program& program, const HostTranslateInfo& host_info);
void VerificationPass(const IR::Program& program);
// Dual Vertex
void VertexATransformPass(IR::Program& program);
void VertexBTransformPass(IR::Program& program);
void JoinTextureInfo(Info& base, Info& source);
void JoinStorageInfo(Info& base, Info& source);
} // namespace Shader::Optimization