63 lines
1.4 KiB
C++
63 lines
1.4 KiB
C++
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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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#pragma once
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#include <string>
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#include <utility>
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#include <fmt/format.h>
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#include "shader_recompiler/backend/glsl/reg_alloc.h"
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#include "shader_recompiler/stage.h"
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namespace Shader {
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struct Info;
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struct Profile;
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} // namespace Shader
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namespace Shader::Backend {
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struct Bindings;
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}
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namespace Shader::IR {
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class Inst;
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struct Program;
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} // namespace Shader::IR
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namespace Shader::Backend::GLSL {
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class EmitContext {
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public:
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explicit EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_);
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template <typename... Args>
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void Add(const char* format_str, IR::Inst& inst, Args&&... args) {
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code += fmt::format(format_str, reg_alloc.Define(inst), std::forward<Args>(args)...);
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// TODO: Remove this
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code += '\n';
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}
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template <typename... Args>
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void Add(const char* format_str, Args&&... args) {
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code += fmt::format(format_str, std::forward<Args>(args)...);
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// TODO: Remove this
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code += '\n';
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}
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std::string AllocVar() {
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return fmt::format("var_{}", var_num++);
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}
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std::string code;
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RegAlloc reg_alloc;
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const Info& info;
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const Profile& profile;
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u64 var_num{};
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private:
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void DefineConstantBuffers();
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};
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} // namespace Shader::Backend::GLSL
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