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GLSLRegister: Simplify register declarations, etc.
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f2dcb39049
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1 changed files with 47 additions and 79 deletions
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@ -153,85 +153,54 @@ private:
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*/
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class GLSLRegister {
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public:
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GLSLRegister(size_t index, ShaderWriter& shader)
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: index{index}, shader{shader}, float_str{"freg_" + std::to_string(index)},
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integer_str{"ireg_" + std::to_string(index)} {}
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/// Returns a GLSL string representing the current state of the register
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const std::string& GetActiveString() {
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declr_type.insert(active_type);
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switch (active_type) {
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case Type::Float:
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return float_str;
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case Type::Integer:
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return integer_str;
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}
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UNREACHABLE();
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return float_str;
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}
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/// Returns a GLSL string representing the register as a float
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const std::string& GetFloatString() const {
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ASSERT(IsFloatUsed());
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return float_str;
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}
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/// Returns a GLSL string representing the register as an integer
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const std::string& GetIntegerString() const {
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ASSERT(IsIntegerUsed());
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return integer_str;
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}
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/// Convert the current register state from float to integer
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void FloatToInteger() {
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ASSERT(active_type == Type::Float);
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const std::string src = GetActiveString();
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active_type = Type::Integer;
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const std::string dest = GetActiveString();
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shader.AddLine(dest + " = floatBitsToInt(" + src + ");");
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}
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/// Convert the current register state from integer to float
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void IntegerToFloat() {
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ASSERT(active_type == Type::Integer);
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const std::string src = GetActiveString();
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active_type = Type::Float;
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const std::string dest = GetActiveString();
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shader.AddLine(dest + " = intBitsToFloat(" + src + ");");
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}
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/// Returns true if the register was ever used as a float, used for register declarations
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bool IsFloatUsed() const {
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return declr_type.find(Type::Float) != declr_type.end();
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}
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/// Returns true if the register was ever used as an integer, used for register declarations
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bool IsIntegerUsed() const {
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return declr_type.find(Type::Integer) != declr_type.end();
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}
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/// Returns true if the active type is float
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bool IsFloat() const {
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return active_type == Type::Float;
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}
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/// Returns true if the active type is integer
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bool IsInteger() const {
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return active_type == Type::Integer;
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}
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private:
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enum class Type {
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Float,
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Integer,
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};
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GLSLRegister(size_t index, ShaderWriter& shader) : index{index}, shader{shader} {}
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static std::string GetTypeString(Type type) {
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switch (type) {
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case Type::Float:
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return "float";
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}
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UNREACHABLE();
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return {};
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}
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static std::string GetPrefixString(Type type) {
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return "reg_" + GetTypeString(type) + '_';
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}
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/// Returns a GLSL string representing the current state of the register
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const std::string GetActiveString() {
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declr_type.insert(active_type);
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return GetPrefixString(active_type) + std::to_string(index);
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}
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/// Returns true if the active type is a float
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bool IsFloat() const {
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return active_type == Type::Float;
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}
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/// Returns true if the active type is an integer
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bool IsInteger() const {
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return active_type == Type::Integer;
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}
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/// Returns the index of the register
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size_t GetIndex() const {
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return index;
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}
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/// Returns a set of the declared types of the register
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const std::set<Type>& DeclaredTypes() const {
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return declr_type;
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}
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private:
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const size_t index;
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const std::string float_str;
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const std::string integer_str;
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@ -347,11 +316,10 @@ public:
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/// Add declarations for registers
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void GenerateDeclarations() {
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for (const auto& reg : regs) {
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if (reg.IsFloatUsed()) {
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declarations.AddLine("float " + reg.GetFloatString() + " = 0.0;");
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}
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if (reg.IsIntegerUsed()) {
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declarations.AddLine("int " + reg.GetIntegerString() + " = 0;");
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for (const auto& type : reg.DeclaredTypes()) {
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declarations.AddLine(GLSLRegister::GetTypeString(type) + ' ' +
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GLSLRegister::GetPrefixString(type) +
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std::to_string(reg.GetIndex()) + " = 0;");
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}
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}
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declarations.AddNewLine();
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