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97 lines
3.4 KiB
C++
97 lines
3.4 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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#include <string_view>
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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namespace Shader::Backend::GLASM {
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namespace {
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std::string_view InterpDecorator(Interpolation interp) {
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switch (interp) {
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case Interpolation::Smooth:
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return "";
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case Interpolation::Flat:
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return "FLAT ";
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case Interpolation::NoPerspective:
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return "NOPERSPECTIVE ";
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}
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throw InvalidArgument("Invalid interpolation {}", interp);
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}
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} // Anonymous namespace
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EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_)
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: info{program.info}, profile{profile_} {
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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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stage = program.stage;
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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 = "invocation";
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break;
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}
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for (size_t index = 0; index < program.info.input_generics.size(); ++index) {
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const auto& generic{program.info.input_generics[index]};
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if (generic.used) {
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Add("{}ATTRIB in_attr{}[]={{{}.attrib[{}..{}]}};",
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InterpDecorator(generic.interpolation), index, stage_name, index, index);
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}
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}
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for (size_t index = 0; index < program.info.stores_frag_color.size(); ++index) {
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if (!program.info.stores_frag_color[index]) {
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continue;
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}
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if (index == 0) {
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Add("OUTPUT frag_color0=result.color;");
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} else {
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Add("OUTPUT frag_color{}=result.color[{}];", index, index);
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}
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}
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for (size_t index = 0; index < program.info.stores_generics.size(); ++index) {
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if (program.info.stores_generics[index]) {
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Add("OUTPUT out_attr{}[]={{result.attrib[{}..{}]}};", index, index, index);
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}
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}
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texture_buffer_bindings.reserve(program.info.texture_buffer_descriptors.size());
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for (const auto& desc : program.info.texture_buffer_descriptors) {
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texture_buffer_bindings.push_back(bindings.texture);
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bindings.texture += desc.count;
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}
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texture_bindings.reserve(program.info.texture_descriptors.size());
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for (const auto& desc : program.info.texture_descriptors) {
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texture_bindings.push_back(bindings.texture);
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bindings.texture += desc.count;
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}
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}
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} // namespace Shader::Backend::GLASM
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