#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; [[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