// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include "shader_recompiler/backend/glsl/reg_alloc.h" #include "shader_recompiler/stage.h" namespace Shader { struct Info; struct Profile; struct RuntimeInfo; } // namespace Shader namespace Shader::Backend { struct Bindings; } namespace Shader::IR { class Inst; struct Program; } // namespace Shader::IR namespace Shader::Backend::GLSL { class EmitContext { public: explicit EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_, const RuntimeInfo& runtime_info_); template void Add(const char* format_str, IR::Inst& inst, Args&&... args) { code += fmt::format(format_str, reg_alloc.Define(inst, type), std::forward(args)...); // TODO: Remove this code += '\n'; } template void AddU1(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddF16x2(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddU32(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddS32(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddF32(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddS64(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddU64(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddF64(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddU32x2(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddF32x2(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddU32x3(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddF32x3(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddU32x4(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void AddF32x4(const char* format_str, IR::Inst& inst, Args&&... args) { Add(format_str, inst, args...); } template void Add(const char* format_str, Args&&... args) { code += fmt::format(format_str, std::forward(args)...); // TODO: Remove this code += '\n'; } std::string code; RegAlloc reg_alloc; const Info& info; const Profile& profile; const RuntimeInfo& runtime_info; Stage stage{}; std::string_view stage_name = "invalid"; std::string_view attrib_name = "invalid"; std::vector texture_buffer_bindings; std::vector image_buffer_bindings; std::vector texture_bindings; std::vector image_bindings; bool uses_y_direction{}; private: void SetupExtensions(std::string& header); void DefineConstantBuffers(); void DefineStorageBuffers(); void DefineHelperFunctions(); void SetupImages(Bindings& bindings); }; } // namespace Shader::Backend::GLSL