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8804a4eb23
We can take advantage of SSBO addresses being passed in a constant bufer to account for the extra alignment requirements in the shader itself.
36 lines
1.3 KiB
C++
36 lines
1.3 KiB
C++
// SPDX-FileCopyrightText: Copyright 2021 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 "shader_recompiler/environment.h"
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#include "shader_recompiler/frontend/ir/program.h"
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namespace Shader {
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struct HostTranslateInfo;
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}
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namespace Shader::Optimization {
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void CollectShaderInfoPass(Environment& env, IR::Program& program);
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void ConstantPropagationPass(Environment& env, IR::Program& program);
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void DeadCodeEliminationPass(IR::Program& program);
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void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info);
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void IdentityRemovalPass(IR::Program& program);
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void LowerFp16ToFp32(IR::Program& program);
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void LowerInt64ToInt32(IR::Program& program);
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void RescalingPass(IR::Program& program);
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void SsaRewritePass(IR::Program& program);
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void PositionPass(Environment& env, IR::Program& program);
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void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo& host_info);
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void LayerPass(IR::Program& program, const HostTranslateInfo& host_info);
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void VerificationPass(const IR::Program& program);
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// Dual Vertex
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void VertexATransformPass(IR::Program& program);
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void VertexBTransformPass(IR::Program& program);
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void JoinTextureInfo(Info& base, Info& source);
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void JoinStorageInfo(Info& base, Info& source);
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} // namespace Shader::Optimization
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