2018-01-07 20:05:27 +01:00
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#pragma once
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#include "../dxvk/dxvk_device.h"
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namespace dxvk {
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2018-11-23 16:11:46 +01:00
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struct D3D11Options;
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2018-01-07 20:05:27 +01:00
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2018-11-09 08:41:02 +01:00
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struct DxbcOptions {
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DxbcOptions();
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2018-11-23 16:11:46 +01:00
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DxbcOptions(const Rc<DxvkDevice>& device, const D3D11Options& options);
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2018-11-09 08:41:02 +01:00
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2019-02-19 14:27:21 +01:00
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// Clamp oDepth in fragment shaders if the depth
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// clip device feature is not supported
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bool useDepthClipWorkaround = false;
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2018-04-22 23:49:41 +02:00
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/// Use the ShaderImageReadWithoutFormat capability.
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2018-11-09 08:41:02 +01:00
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bool useStorageImageReadWithoutFormat = false;
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2018-11-07 11:57:36 +01:00
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2019-05-15 18:49:02 +02:00
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/// Use subgroup operations to reduce the number of
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/// atomic operations for append/consume buffers.
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bool useSubgroupOpsForAtomicCounters = false;
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2018-11-07 11:57:36 +01:00
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/// Use subgroup operations to discard fragment
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/// shader invocations if derivatives remain valid.
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bool useSubgroupOpsForEarlyDiscard = false;
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2018-11-11 17:49:11 +01:00
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2018-12-13 12:17:09 +01:00
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/// Use SSBOs instead of texel buffers
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/// for raw and structured buffers.
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bool useRawSsbo = false;
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2019-03-09 19:59:56 +01:00
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/// Use SDiv instead of SHR to converte byte offsets to
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/// dword offsets. Fixes RE2 and DMC5 on Nvidia drivers.
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bool useSdivForBufferIndex = false;
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2018-12-13 12:17:09 +01:00
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2019-02-05 19:58:46 +01:00
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/// Enables sm4-compliant division-by-zero behaviour
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bool strictDivision = false;
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2019-04-05 20:19:33 +02:00
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// Enables range checking for constant buffers.
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// Fixes issues in some games, breaks others.
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bool constantBufferRangeCheck = false;
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2018-11-23 15:57:54 +01:00
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/// Clear thread-group shared memory to zero
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bool zeroInitWorkgroupMemory = false;
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2018-04-22 23:49:41 +02:00
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};
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2018-01-07 20:05:27 +01:00
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}
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