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dxvk/src/dxbc/dxbc_options.h

70 lines
1.9 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;
/// Use the ShaderImageReadWithoutFormat capability.
bool useStorageImageReadWithoutFormat = false;
/// Use subgroup operations to reduce the number of
/// atomic operations for append/consume buffers.
bool useSubgroupOpsForAtomicCounters = false;
/// Use a SPIR-V extension to implement D3D-style discards
bool useDemoteToHelperInvocation = false;
/// Use subgroup operations to discard fragment
/// shader invocations if derivatives remain valid.
bool useSubgroupOpsForEarlyDiscard = false;
/// Use SDiv instead of SHR to converte byte offsets to
/// dword offsets. Fixes RE2 and DMC5 on Nvidia drivers.
bool useSdivForBufferIndex = false;
/// Enables NaN fixup for render target outputs
bool enableRtOutputNanFixup = false;
/// Implement dynamically indexed uniform buffers
/// with storage buffers for tight bounds checking
bool dynamicIndexedConstantBufferAsSsbo = 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 forceTgsmBarriers = false;
/// Replace ld_ms with ld
bool disableMsaa = false;
/// Float control flags
DxbcFloatControlFlags floatControl;
/// Minimum storage buffer alignment
VkDeviceSize minSsboAlignment = 0;
};
}