120 lines
3.3 KiB
C++
120 lines
3.3 KiB
C++
// 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 <string>
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#include <utility>
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#include <fmt/format.h>
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#include "shader_recompiler/backend/glsl/reg_alloc.h"
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#include "shader_recompiler/stage.h"
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namespace Shader {
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struct Info;
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struct Profile;
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} // namespace Shader
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namespace Shader::Backend {
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struct Bindings;
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}
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namespace Shader::IR {
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class Inst;
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struct Program;
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} // namespace Shader::IR
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namespace Shader::Backend::GLSL {
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class EmitContext {
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public:
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explicit EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_);
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template <Type type, typename... Args>
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void Add(const char* format_str, IR::Inst& inst, Args&&... args) {
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code += fmt::format(format_str, reg_alloc.Define(inst, type), std::forward<Args>(args)...);
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// TODO: Remove this
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code += '\n';
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}
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template <typename... Args>
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void AddU1(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::U1>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF16x2(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::F16x2>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddU32(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::U32>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddS32(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::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) {
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Add<Type::F32>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddS64(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::S64>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddU64(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::U64>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF64(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::F64>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddU32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::U32x2>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::F32x2>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF32x4(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<Type::F32x4>(format_str, inst, args...);
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}
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template <typename... Args>
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void Add(const char* format_str, Args&&... args) {
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code += fmt::format(format_str, std::forward<Args>(args)...);
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// TODO: Remove this
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code += '\n';
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}
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std::string code;
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RegAlloc reg_alloc;
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const Info& info;
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const Profile& profile;
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Stage stage{};
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std::string_view stage_name = "invalid";
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std::string_view attrib_name = "invalid";
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private:
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void SetupExtensions(std::string& header);
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void DefineConstantBuffers();
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void DefineStorageBuffers();
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void DefineHelperFunctions();
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};
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} // namespace Shader::Backend::GLSL
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