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* videoout: synchronize layered flips with premultiplied composition * shader: support unsigned FFBH subword sources * shader: apply cube-face result scaling * shader: prune buffer reads proven out of bounds * net: implement send and receive exports with shared socket handling --------- Co-authored-by: nmzik <Nmzik@mail.ru>
18 lines
738 B
C++
18 lines
738 B
C++
#ifndef EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_BINDINGLAYOUT_H_
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#define EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_BINDINGLAYOUT_H_
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#include "graphics/shader/recompiler/ir/ShaderIR.h"
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namespace Libs::Graphics::ShaderRecompiler::IR {
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void AllocateBindings(Program& program, uint32_t push_data_start_dword = 0);
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// Collect live direct buffer indices and report whether the shader accesses GDS.
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bool CollectMemoryResources(const Program& program, std::vector<uint32_t>& buffers);
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const DescriptorBinding* FindBinding(const BindingLayout& layout, DescriptorBindingKind kind);
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} // namespace Libs::Graphics::ShaderRecompiler::IR
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#endif /* EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_BINDINGLAYOUT_H_ */
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