yuzu-android/src/video_core/guest_driver.h
ReinUsesLisp bd8b9bbcee gl_shader_cache: Rework shader cache and remove post-specializations
Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
2020-03-09 18:40:06 -03:00

47 lines
1.4 KiB
C++

// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <optional>
#include <vector>
#include "common/common_types.h"
namespace VideoCore {
/**
* The GuestDriverProfile class is used to learn about the GPU drivers behavior and collect
* information necessary for impossible to avoid HLE methods like shader tracks as they are
* Entscheidungsproblems.
*/
class GuestDriverProfile {
public:
explicit GuestDriverProfile() = default;
explicit GuestDriverProfile(std::optional<u32> texture_handler_size)
: texture_handler_size{texture_handler_size} {}
void DeduceTextureHandlerSize(std::vector<u32> bound_offsets);
u32 GetTextureHandlerSize() const {
return texture_handler_size.value_or(default_texture_handler_size);
}
bool IsTextureHandlerSizeKnown() const {
return texture_handler_size.has_value();
}
private:
// Minimum size of texture handler any driver can use.
static constexpr u32 min_texture_handler_size = 4;
// This goes with Vulkan and OpenGL standards but Nvidia GPUs can easily use 4 bytes instead.
// Thus, certain drivers may squish the size.
static constexpr u32 default_texture_handler_size = 8;
std::optional<u32> texture_handler_size = default_texture_handler_size;
};
} // namespace VideoCore