yuzu/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {
void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
const size_t num_args{phi.NumArgs()};
for (size_t i = 0; i < num_args; ++i) {
ctx.var_alloc.Consume(phi.Arg(i));
}
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
ctx.var_alloc.PhiDefine(phi, phi.Arg(0).Type());
}
}
void EmitVoid(EmitContext&) {}
void EmitReference(EmitContext& ctx, const IR::Value& value) {
ctx.var_alloc.Consume(value);
}
void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
IR::Inst& phi{*phi_value.InstRecursive()};
const auto phi_type{phi.Arg(0).Type()};
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
ctx.var_alloc.PhiDefine(phi, phi_type);
}
const auto phi_reg{ctx.var_alloc.Consume(IR::Value{&phi})};
const auto val_reg{ctx.var_alloc.Consume(value)};
if (phi_reg == val_reg) {
return;
}
ctx.Add("{}={};", phi_reg, val_reg);
}
void EmitPrologue(EmitContext&) {
// TODO
}
void EmitEpilogue(EmitContext&) {
// TODO
}
void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) {
ctx.Add("EmitStreamVertex(int({}));", ctx.var_alloc.Consume(stream));
}
void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
ctx.Add("EndStreamPrimitive(int({}));", ctx.var_alloc.Consume(stream));
}
} // namespace Shader::Backend::GLSL