Files
emulator/src/shader_recompiler/runtime_info.h
Zephyron 2e6bcc9ea6 video_core, shader_recompiler: Improve Princess Peach: Showtime! support and performance
1. Add geometry shader support for Princess Peach: Showtime!:
   - Implement proper EmitInvocationInfo handling for geometry shaders
   - Support input topology vertex counting in all shader backends (GLASM, GLSL, SPIRV)

2. Performance optimizations:
   - Replace InputTopologyVertices switch statement with a constexpr lookup table
   - Pre-calculate vertex counts and shifts to reduce register pressure
   - Eliminate redundant calculations in shader backends

Signed-off-by: Zephyron <zephyron@citron-emu.org>
2025-05-11 16:28:25 +10:00

108 lines
2.2 KiB
C++

// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <map>
#include <optional>
#include <vector>
#include "common/common_types.h"
#include "shader_recompiler/varying_state.h"
namespace Shader {
enum class AttributeType : u8 {
Float,
SignedInt,
UnsignedInt,
SignedScaled,
UnsignedScaled,
Disabled,
};
enum class InputTopology {
Points,
Lines,
LinesAdjacency,
Triangles,
TrianglesAdjacency,
};
namespace InputTopologyVertices {
// Lookup table for vertex counts - faster than switch statement
inline constexpr std::array<u32, 5> vertex_counts = {
1, // Points
2, // Lines
4, // LinesAdjacency
3, // Triangles
6, // TrianglesAdjacency
};
// Force compile-time evaluation when possible
inline constexpr u32 vertices(InputTopology input_topology) {
return vertex_counts[static_cast<std::size_t>(input_topology)];
}
}
enum class CompareFunction {
Never,
Less,
Equal,
LessThanEqual,
Greater,
NotEqual,
GreaterThanEqual,
Always,
};
enum class TessPrimitive {
Isolines,
Triangles,
Quads,
};
enum class TessSpacing {
Equal,
FractionalOdd,
FractionalEven,
};
struct TransformFeedbackVarying {
u32 buffer{};
u32 stride{};
u32 offset{};
u32 components{};
};
struct RuntimeInfo {
std::array<AttributeType, 32> generic_input_types{};
VaryingState previous_stage_stores;
std::map<IR::Attribute, IR::Attribute> previous_stage_legacy_stores_mapping;
bool convert_depth_mode{};
bool force_early_z{};
TessPrimitive tess_primitive{};
TessSpacing tess_spacing{};
bool tess_clockwise{};
InputTopology input_topology{};
std::optional<float> fixed_state_point_size;
std::optional<CompareFunction> alpha_test_func;
float alpha_test_reference{};
/// Static Y negate value
bool y_negate{};
/// Use storage buffers instead of global pointers on GLASM
bool glasm_use_storage_buffers{};
/// Transform feedback state for each varying
std::array<TransformFeedbackVarying, 256> xfb_varyings{};
u32 xfb_count{0};
};
} // namespace Shader