yuzu/src/shader_recompiler/backend/glsl/emit_context.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 "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
namespace Shader::Backend::GLSL {
EmitContext::EmitContext(IR::Program& program, [[maybe_unused]] Bindings& bindings,
const Profile& profile_)
: info{program.info}, profile{profile_} {
std::string header = "#version 450\n";
SetupExtensions(header);
if (program.stage == Stage::Compute) {
header += fmt::format("layout(local_size_x={},local_size_y={},local_size_z={}) in;\n",
program.workgroup_size[0], program.workgroup_size[1],
program.workgroup_size[2]);
}
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code += header;
DefineConstantBuffers();
DefineStorageBuffers();
code += "void main(){\n";
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}
void EmitContext::SetupExtensions(std::string& header) {
if (info.uses_int64) {
header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
}
}
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void EmitContext::DefineConstantBuffers() {
if (info.constant_buffer_descriptors.empty()) {
return;
}
u32 binding{};
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for (const auto& desc : info.constant_buffer_descriptors) {
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Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, binding,
desc.index, 4 * 1024);
++binding;
}
}
void EmitContext::DefineStorageBuffers() {
if (info.storage_buffers_descriptors.empty()) {
return;
}
u32 binding{};
for (const auto& desc : info.storage_buffers_descriptors) {
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if (True(info.used_storage_buffer_types & IR::Type::U32) ||
True(info.used_storage_buffer_types & IR::Type::F32)) {
Add("layout(std430,binding={}) buffer ssbo_{}_u32{{uint ssbo{}_u32[];}};", binding,
binding, desc.cbuf_index, desc.count);
}
if (True(info.used_storage_buffer_types & IR::Type::U32x2) ||
True(info.used_storage_buffer_types & IR::Type::F32x2)) {
Add("layout(std430,binding={}) buffer ssbo_{}_u64{{uvec2 ssbo{}_u64[];}};", binding,
binding, desc.cbuf_index, desc.count);
}
++binding;
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}
}
} // namespace Shader::Backend::GLSL