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70 lines
1.9 KiB
C++
70 lines
1.9 KiB
C++
#pragma once
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#include "../dxvk/dxvk_device.h"
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namespace dxvk {
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struct D3D11Options;
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enum class DxbcFloatControlFlag : uint32_t {
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DenormFlushToZero32,
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DenormPreserve64,
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PreserveNan32,
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PreserveNan64,
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};
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using DxbcFloatControlFlags = Flags<DxbcFloatControlFlag>;
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struct DxbcOptions {
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DxbcOptions();
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DxbcOptions(const Rc<DxvkDevice>& device, const D3D11Options& options);
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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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/// Use the ShaderImageReadWithoutFormat capability.
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bool useStorageImageReadWithoutFormat = false;
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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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/// Use a SPIR-V extension to implement D3D-style discards
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bool useDemoteToHelperInvocation = false;
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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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/// 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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/// Enables NaN fixup for render target outputs
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bool enableRtOutputNanFixup = false;
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/// Implement dynamically indexed uniform buffers
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/// with storage buffers for tight bounds checking
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bool dynamicIndexedConstantBufferAsSsbo = false;
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/// Clear thread-group shared memory to zero
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bool zeroInitWorkgroupMemory = false;
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/// Declare vertex positions as invariant
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bool invariantPosition = false;
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/// Insert memory barriers after TGSM stoes
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bool forceTgsmBarriers = false;
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/// Replace ld_ms with ld
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bool disableMsaa = false;
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/// Float control flags
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DxbcFloatControlFlags floatControl;
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/// Minimum storage buffer alignment
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VkDeviceSize minSsboAlignment = 0;
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};
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} |