70 lines
2.3 KiB
C++
Executable File
70 lines
2.3 KiB
C++
Executable File
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <bitset>
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#include <cstddef>
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#include "shader_recompiler/frontend/ir/attribute.h"
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namespace Shader {
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struct VaryingState {
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std::bitset<256> mask{};
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void Set(IR::Attribute attribute, bool state = true) {
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mask[static_cast<size_t>(attribute)] = state;
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}
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[[nodiscard]] bool operator[](IR::Attribute attribute) const noexcept {
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return mask[static_cast<size_t>(attribute)];
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}
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[[nodiscard]] bool AnyComponent(IR::Attribute base) const noexcept {
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return mask[static_cast<size_t>(base) + 0] || mask[static_cast<size_t>(base) + 1] ||
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mask[static_cast<size_t>(base) + 2] || mask[static_cast<size_t>(base) + 3];
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}
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[[nodiscard]] bool AllComponents(IR::Attribute base) const noexcept {
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return mask[static_cast<size_t>(base) + 0] && mask[static_cast<size_t>(base) + 1] &&
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mask[static_cast<size_t>(base) + 2] && mask[static_cast<size_t>(base) + 3];
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}
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[[nodiscard]] bool IsUniform(IR::Attribute base) const noexcept {
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return AnyComponent(base) == AllComponents(base);
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}
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[[nodiscard]] bool Generic(size_t index, size_t component) const noexcept {
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return mask[static_cast<size_t>(IR::Attribute::Generic0X) + index * 4 + component];
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}
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[[nodiscard]] bool Generic(size_t index) const noexcept {
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return Generic(index, 0) || Generic(index, 1) || Generic(index, 2) || Generic(index, 3);
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}
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[[nodiscard]] bool ClipDistances() const noexcept {
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return AnyComponent(IR::Attribute::ClipDistance0) ||
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AnyComponent(IR::Attribute::ClipDistance4);
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}
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[[nodiscard]] bool Legacy() const noexcept {
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return AnyComponent(IR::Attribute::ColorFrontDiffuseR) ||
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AnyComponent(IR::Attribute::ColorFrontSpecularR) ||
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AnyComponent(IR::Attribute::ColorBackDiffuseR) ||
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AnyComponent(IR::Attribute::ColorBackSpecularR) || FixedFunctionTexture();
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}
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[[nodiscard]] bool FixedFunctionTexture() const noexcept {
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for (size_t index = 0; index < 10; ++index) {
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if (AnyComponent(IR::Attribute::FixedFncTexture0S + index * 4)) {
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return true;
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}
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}
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return false;
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}
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};
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} // namespace Shader
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