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										 |  |  | // 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 <vector>
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										 |  |  | #include <sirit/sirit.h>
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							|  |  |  | #include "common/common_types.h"
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										 |  |  | #include "shader_recompiler/backend/bindings.h"
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										 |  |  | #include "shader_recompiler/backend/spirv/emit_context.h"
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										 |  |  | #include "shader_recompiler/frontend/ir/program.h"
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										 |  |  | #include "shader_recompiler/profile.h"
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							|  |  |  | namespace Shader::Backend::SPIRV { | 
					
						
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										 |  |  | constexpr u32 NUM_TEXTURE_SCALING_WORDS = 4; | 
					
						
							|  |  |  | constexpr u32 NUM_IMAGE_SCALING_WORDS = 2; | 
					
						
							|  |  |  | constexpr u32 NUM_TEXTURE_AND_IMAGE_SCALING_WORDS = | 
					
						
							|  |  |  |     NUM_TEXTURE_SCALING_WORDS + NUM_IMAGE_SCALING_WORDS; | 
					
						
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							|  |  |  | struct RescalingLayout { | 
					
						
							|  |  |  |     u32 down_factor; | 
					
						
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										 |  |  |     alignas(16) std::array<u32, NUM_TEXTURE_SCALING_WORDS> rescaling_textures; | 
					
						
							|  |  |  |     alignas(16) std::array<u32, NUM_IMAGE_SCALING_WORDS> rescaling_images; | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | constexpr u32 RESCALING_PUSH_CONSTANT_WORDS_OFFSET = offsetof(RescalingLayout, rescaling_textures); | 
					
						
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										 |  |  | [[nodiscard]] std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_info, | 
					
						
							|  |  |  |                                          IR::Program& program, Bindings& bindings); | 
					
						
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										 |  |  | [[nodiscard]] inline std::vector<u32> EmitSPIRV(const Profile& profile, IR::Program& program) { | 
					
						
							|  |  |  |     Bindings binding; | 
					
						
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										 |  |  |     return EmitSPIRV(profile, {}, program, binding); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | } // namespace Shader::Backend::SPIRV
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