2021-05-05 07:19:08 +02:00
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// 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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2021-05-07 11:31:30 +02:00
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#include "shader_recompiler/backend/glasm/emit_context.h"
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2021-05-08 21:28:52 +02:00
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#include "shader_recompiler/frontend/ir/program.h"
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2021-05-05 07:19:08 +02:00
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2021-05-07 11:31:30 +02:00
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namespace Shader::Backend::GLASM {
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2021-05-08 21:28:52 +02:00
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EmitContext::EmitContext(IR::Program& program) {
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// FIXME: Temporary partial implementation
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u32 cbuf_index{};
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for (const auto& desc : program.info.constant_buffer_descriptors) {
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if (desc.count != 1) {
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throw NotImplementedException("Constant buffer descriptor array");
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}
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Add("CBUFFER c{}[]={{program.buffer[{}]}};", desc.index, cbuf_index);
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++cbuf_index;
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}
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for (const auto& desc : program.info.storage_buffers_descriptors) {
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if (desc.count != 1) {
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throw NotImplementedException("Storage buffer descriptor array");
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}
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}
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if (const size_t num = program.info.storage_buffers_descriptors.size(); num > 0) {
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Add("PARAM c[{}]={{program.local[0..{}]}};", num, num - 1);
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}
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2021-05-10 23:21:28 +02:00
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switch (program.stage) {
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case Stage::VertexA:
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case Stage::VertexB:
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stage_name = "vertex";
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break;
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case Stage::TessellationControl:
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case Stage::TessellationEval:
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case Stage::Geometry:
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stage_name = "primitive";
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break;
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case Stage::Fragment:
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stage_name = "fragment";
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break;
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case Stage::Compute:
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stage_name = "compute";
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break;
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}
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2021-05-08 21:28:52 +02:00
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}
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2021-05-07 11:31:30 +02:00
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} // namespace Shader::Backend::GLASM
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