7e967d796c
* Stop using glTransformFeedbackVarying and use explicit layout on the shader * This is no longer needed * Shader cache version bump * Fix gl_PerVertex output for tessellation control shaders
135 lines
No EOL
3.3 KiB
C#
135 lines
No EOL
3.3 KiB
C#
using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Text;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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class CodeGenContext
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{
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public const string Tab = " ";
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public StructuredFunction CurrentFunction { get; set; }
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public ShaderConfig Config { get; }
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public OperandManager OperandManager { get; }
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private readonly StructuredProgramInfo _info;
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private readonly StringBuilder _sb;
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private int _level;
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private string _indentation;
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public CodeGenContext(StructuredProgramInfo info, ShaderConfig config)
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{
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_info = info;
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Config = config;
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OperandManager = new OperandManager();
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_sb = new StringBuilder();
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}
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public void AppendLine()
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{
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_sb.AppendLine();
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}
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public void AppendLine(string str)
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{
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_sb.AppendLine(_indentation + str);
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}
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public string GetCode()
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{
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return _sb.ToString();
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}
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public void EnterScope()
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{
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AppendLine("{");
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_level++;
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UpdateIndentation();
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}
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public void LeaveScope(string suffix = "")
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{
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if (_level == 0)
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{
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return;
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}
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_level--;
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UpdateIndentation();
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AppendLine("}" + suffix);
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}
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private static int FindDescriptorIndex(TextureDescriptor[] array, AstTextureOperation texOp)
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{
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for (int i = 0; i < array.Length; i++)
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{
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var descriptor = array[i];
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if (descriptor.Type == texOp.Type &&
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descriptor.CbufSlot == texOp.CbufSlot &&
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descriptor.HandleIndex == texOp.Handle &&
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descriptor.Format == texOp.Format)
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{
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return i;
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}
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}
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return -1;
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}
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public int FindTextureDescriptorIndex(AstTextureOperation texOp)
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{
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return FindDescriptorIndex(Config.GetTextureDescriptors(), texOp);
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}
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public int FindImageDescriptorIndex(AstTextureOperation texOp)
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{
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return FindDescriptorIndex(Config.GetImageDescriptors(), texOp);
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}
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public StructuredFunction GetFunction(int id)
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{
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return _info.Functions[id];
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}
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public TransformFeedbackOutput GetTransformFeedbackOutput(int location, int component)
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{
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int index = (AttributeConsts.UserAttributeBase / 4) + location * 4 + component;
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return _info.TransformFeedbackOutputs[index];
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}
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public TransformFeedbackOutput GetTransformFeedbackOutput(int location)
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{
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int index = location / 4;
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return _info.TransformFeedbackOutputs[index];
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}
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private void UpdateIndentation()
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{
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_indentation = GetIndentation(_level);
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}
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private static string GetIndentation(int level)
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{
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string indentation = string.Empty;
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for (int index = 0; index < level; index++)
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{
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indentation += Tab;
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}
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return indentation;
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}
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}
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} |