Counter Strike : Global Offensive Source Code
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//===== Copyright � 2005-2009, Valve Corporation, All rights reserved. ======//
//
// Purpose: Format of the ps3optimalschedules.bin file, written
// by the ps3shaderoptimizer command line tool.
//
//===========================================================================//
#ifndef PS3OPTIMALSCHEDULESFMT_H
#define PS3OPTIMALSCHEDULESFMT_H
#ifdef _WIN32
#pragma once
#endif
#define OPTIMAL_COMBO_SCHEDULE_FILE_HEADER_ID 0xF15EB9A4
struct OptimalComboScheduleFileHeader_t { uint m_nID; uint m_nNumCombos; };
// 16 bytes per record, or ~8MB per 500k combos
#define COMBO_CYCLE_BITS 9
#define COMBO_SCHEDULE_BITS 10
#define COMBO_SEED_BITS 10
struct OptimalComboScheduleFileRecord_t { uint64 m_nComboHash;
uint64 m_nOptCycles : COMBO_CYCLE_BITS; enum { cDefaultScheduleIndex = ( 1 << COMBO_SCHEDULE_BITS ) - 1 }; uint64 m_nOptSchedule : COMBO_SCHEDULE_BITS; uint64 m_nOptSeed : COMBO_SEED_BITS; uint64 m_nAltSchedule0 : COMBO_SCHEDULE_BITS; uint64 m_nAltSchedule1 : COMBO_SCHEDULE_BITS; uint64 m_nAltSchedule2 : COMBO_SCHEDULE_BITS; uint64 m_nUnused : 5;
bool operator< ( const OptimalComboScheduleFileRecord_t &rhs ) const { return m_nComboHash < rhs.m_nComboHash; } };
enum ShaderSchedulerParamSource_t { SHADER_SCHEDULER_PARAM_SOURCE_UNOPTIMIZED, SHADER_SCHEDULER_PARAM_SOURCE_UNOPTIMIZED_FALLBACK, SHADER_SCHEDULER_PARAM_SOURCE_FOUND_OPTIMAL, SHADER_SCHEDULER_PARAM_SOURCE_FROM_SCHEDULER_FILE, TOTAL_SHADER_SCHEDULER_PARAM_SOURCES };
#endif // PS3OPTIMALSCHEDULESFMT_H
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