2021-05-20 01:58:32 +00:00
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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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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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namespace Shader::Backend::GLSL {
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EmitContext::EmitContext(IR::Program& program, [[maybe_unused]] Bindings& bindings,
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const Profile& profile_)
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: info{program.info}, profile{profile_} {
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2021-05-21 03:38:38 +00:00
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std::string header = "#version 450\n";
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2021-05-22 00:56:46 +00:00
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SetupExtensions(header);
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2021-05-21 03:38:38 +00:00
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if (program.stage == Stage::Compute) {
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header += fmt::format("layout(local_size_x={},local_size_y={},local_size_z={}) in;\n",
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program.workgroup_size[0], program.workgroup_size[1],
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program.workgroup_size[2]);
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}
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2021-05-20 01:58:32 +00:00
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code += header;
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DefineConstantBuffers();
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2021-05-21 03:38:38 +00:00
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DefineStorageBuffers();
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code += "void main(){\n";
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2021-05-20 01:58:32 +00:00
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}
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2021-05-22 00:56:46 +00:00
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void EmitContext::SetupExtensions(std::string& header) {
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if (info.uses_int64) {
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header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
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}
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}
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2021-05-20 01:58:32 +00:00
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void EmitContext::DefineConstantBuffers() {
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if (info.constant_buffer_descriptors.empty()) {
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return;
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}
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2021-05-21 03:38:38 +00:00
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u32 binding{};
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2021-05-20 01:58:32 +00:00
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for (const auto& desc : info.constant_buffer_descriptors) {
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2021-05-21 05:12:58 +00:00
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Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, binding,
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desc.index, 4 * 1024);
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2021-05-21 03:38:38 +00:00
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++binding;
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}
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}
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void EmitContext::DefineStorageBuffers() {
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if (info.storage_buffers_descriptors.empty()) {
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return;
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}
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u32 binding{};
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for (const auto& desc : info.storage_buffers_descriptors) {
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2021-05-23 03:03:27 +00:00
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if (True(info.used_storage_buffer_types & IR::Type::U32) ||
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True(info.used_storage_buffer_types & IR::Type::F32)) {
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Add("layout(std430,binding={}) buffer ssbo_{}_u32{{uint ssbo{}_u32[];}};", binding,
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binding, desc.cbuf_index, desc.count);
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}
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if (True(info.used_storage_buffer_types & IR::Type::U32x2) ||
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True(info.used_storage_buffer_types & IR::Type::F32x2)) {
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Add("layout(std430,binding={}) buffer ssbo_{}_u64{{uvec2 ssbo{}_u64[];}};", binding,
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binding, desc.cbuf_index, desc.count);
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}
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2021-05-21 03:38:38 +00:00
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++binding;
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2021-05-20 01:58:32 +00:00
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}
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}
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} // namespace Shader::Backend::GLSL
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