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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include "common/common_types.h"
#include "shader_recompiler/program_header.h"
#include "shader_recompiler/shader_info.h"
#include "shader_recompiler/stage.h"
namespace Shader {
class Environment {
public:
virtual ~Environment() = default;
[[nodiscard]] virtual u64 ReadInstruction(u32 address) = 0;
[[nodiscard]] virtual u32 ReadCbufValue(u32 cbuf_index, u32 cbuf_offset) = 0;
[[nodiscard]] virtual TextureType ReadTextureType(u32 raw_handle) = 0;
[[nodiscard]] virtual u32 TextureBoundBuffer() const = 0;
[[nodiscard]] virtual u32 LocalMemorySize() const = 0;
[[nodiscard]] virtual u32 SharedMemorySize() const = 0;
[[nodiscard]] virtual std::array<u32, 3> WorkgroupSize() const = 0;
virtual void Dump(u64 hash) = 0;
[[nodiscard]] const ProgramHeader& SPH() const noexcept {
return sph;
}
[[nodiscard]] const std::array<u32, 8>& GpPassthroughMask() const noexcept {
return gp_passthrough_mask;
}
[[nodiscard]] Stage ShaderStage() const noexcept {
return stage;
}
[[nodiscard]] u32 StartAddress() const noexcept {
return start_address;
}
protected:
ProgramHeader sph{};
std::array<u32, 8> gp_passthrough_mask{};
Stage stage{};
u32 start_address{};
};
} // namespace Shader
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