yuzu/src/shader_recompiler/backend/glsl/emit_context.h

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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 <string>
#include <utility>
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#include <vector>
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#include <fmt/format.h>
#include "shader_recompiler/backend/glsl/var_alloc.h"
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#include "shader_recompiler/stage.h"
namespace Shader {
struct Info;
struct Profile;
struct RuntimeInfo;
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} // namespace Shader
namespace Shader::Backend {
struct Bindings;
}
namespace Shader::IR {
class Inst;
struct Program;
} // namespace Shader::IR
namespace Shader::Backend::GLSL {
class EmitContext {
public:
explicit EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_,
const RuntimeInfo& runtime_info_);
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template <GlslVarType type, typename... Args>
void Add(const char* format_str, IR::Inst& inst, Args&&... args) {
const auto var_def{var_alloc.AddDefine(inst, type)};
if (var_def.empty()) {
// skip assigment.
code += fmt::format(&format_str[3], std::forward<Args>(args)...);
} else {
code += fmt::format(format_str, var_def, std::forward<Args>(args)...);
}
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// TODO: Remove this
code += '\n';
}
template <typename... Args>
void AddU1(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::U1>(format_str, inst, args...);
}
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template <typename... Args>
void AddF16x2(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::F16x2>(format_str, inst, args...);
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}
template <typename... Args>
void AddU32(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::U32>(format_str, inst, args...);
}
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template <typename... Args>
void AddS32(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::S32>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF32(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::F32>(format_str, inst, args...);
}
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template <typename... Args>
void AddS64(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::S64>(format_str, inst, args...);
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}
template <typename... Args>
void AddU64(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::U64>(format_str, inst, args...);
}
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template <typename... Args>
void AddF64(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::F64>(format_str, inst, args...);
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}
template <typename... Args>
void AddU32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::U32x2>(format_str, inst, args...);
}
template <typename... Args>
void AddF32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::F32x2>(format_str, inst, args...);
}
template <typename... Args>
void AddU32x3(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::U32x3>(format_str, inst, args...);
}
template <typename... Args>
void AddF32x3(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::F32x3>(format_str, inst, args...);
}
template <typename... Args>
void AddU32x4(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::U32x4>(format_str, inst, args...);
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}
template <typename... Args>
void AddF32x4(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<GlslVarType::F32x4>(format_str, inst, args...);
}
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template <typename... Args>
void Add(const char* format_str, Args&&... args) {
code += fmt::format(format_str, std::forward<Args>(args)...);
// TODO: Remove this
code += '\n';
}
std::string header;
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std::string code;
VarAlloc var_alloc;
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const Info& info;
const Profile& profile;
const RuntimeInfo& runtime_info;
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Stage stage{};
std::string_view stage_name = "invalid";
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std::vector<u32> texture_buffer_bindings;
std::vector<u32> image_buffer_bindings;
std::vector<u32> texture_bindings;
std::vector<u32> image_bindings;
bool uses_y_direction{};
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bool uses_cc_carry{};
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private:
void SetupExtensions(std::string& header);
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void DefineConstantBuffers(Bindings& bindings);
void DefineStorageBuffers(Bindings& bindings);
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void DefineHelperFunctions();
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void SetupImages(Bindings& bindings);
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};
} // namespace Shader::Backend::GLSL