suyu/src/shader_recompiler/backend/glasm/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 <string_view>
#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
namespace Shader::Backend::GLASM {
namespace {
std::string_view InterpDecorator(Interpolation interp) {
switch (interp) {
case Interpolation::Smooth:
return "";
case Interpolation::Flat:
return "FLAT ";
case Interpolation::NoPerspective:
return "NOPERSPECTIVE ";
}
throw InvalidArgument("Invalid interpolation {}", interp);
}
} // Anonymous namespace
EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_)
: info{program.info}, profile{profile_} {
// FIXME: Temporary partial implementation
u32 cbuf_index{};
for (const auto& desc : program.info.constant_buffer_descriptors) {
if (desc.count != 1) {
throw NotImplementedException("Constant buffer descriptor array");
}
Add("CBUFFER c{}[]={{program.buffer[{}]}};", desc.index, cbuf_index);
++cbuf_index;
}
for (const auto& desc : program.info.storage_buffers_descriptors) {
if (desc.count != 1) {
throw NotImplementedException("Storage buffer descriptor array");
}
}
if (const size_t num = program.info.storage_buffers_descriptors.size(); num > 0) {
Add("PARAM c[{}]={{program.local[0..{}]}};", num, num - 1);
}
stage = program.stage;
switch (program.stage) {
case Stage::VertexA:
case Stage::VertexB:
stage_name = "vertex";
break;
case Stage::TessellationControl:
case Stage::TessellationEval:
case Stage::Geometry:
stage_name = "primitive";
break;
case Stage::Fragment:
stage_name = "fragment";
break;
case Stage::Compute:
stage_name = "compute";
break;
}
for (size_t index = 0; index < program.info.input_generics.size(); ++index) {
const auto& generic{program.info.input_generics[index]};
if (generic.used) {
Add("{}ATTRIB in_attr{}[]={{{}.attrib[{}..{}]}};",
InterpDecorator(generic.interpolation), index, stage_name, index, index);
}
}
for (size_t index = 0; index < program.info.stores_frag_color.size(); ++index) {
if (!program.info.stores_frag_color[index]) {
continue;
}
if (index == 0) {
Add("OUTPUT frag_color0=result.color;");
} else {
Add("OUTPUT frag_color{}=result.color[{}];", index, index);
}
}
for (size_t index = 0; index < program.info.stores_generics.size(); ++index) {
if (program.info.stores_generics[index]) {
Add("OUTPUT out_attr{}[]={{result.attrib[{}..{}]}};", index, index, index);
}
}
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texture_buffer_bindings.reserve(program.info.texture_buffer_descriptors.size());
for (const auto& desc : program.info.texture_buffer_descriptors) {
texture_buffer_bindings.push_back(bindings.texture);
bindings.texture += desc.count;
}
texture_bindings.reserve(program.info.texture_descriptors.size());
for (const auto& desc : program.info.texture_descriptors) {
texture_bindings.push_back(bindings.texture);
bindings.texture += desc.count;
}
}
} // namespace Shader::Backend::GLASM