// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "shader_recompiler/backend/bindings.h" #include "shader_recompiler/backend/glasm/emit_context.h" #include "shader_recompiler/frontend/ir/program.h" namespace Shader::Backend::GLASM { namespace { std::string_view InterpDecorator(Interpolation interp) { switch (interp) { case Interpolation::Smooth: return ""; case Interpolation::Flat: return "FLAT "; case Interpolation::NoPerspective: return "NOPERSPECTIVE "; } throw InvalidArgument("Invalid interpolation {}", interp); } } // Anonymous namespace EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_) : info{program.info}, profile{profile_} { // FIXME: Temporary partial implementation u32 cbuf_index{}; for (const auto& desc : program.info.constant_buffer_descriptors) { if (desc.count != 1) { throw NotImplementedException("Constant buffer descriptor array"); } Add("CBUFFER c{}[]={{program.buffer[{}]}};", desc.index, cbuf_index); ++cbuf_index; } for (const auto& desc : program.info.storage_buffers_descriptors) { if (desc.count != 1) { throw NotImplementedException("Storage buffer descriptor array"); } } if (const size_t num = program.info.storage_buffers_descriptors.size(); num > 0) { Add("PARAM c[{}]={{program.local[0..{}]}};", num, num - 1); } stage = program.stage; switch (program.stage) { case Stage::VertexA: case Stage::VertexB: stage_name = "vertex"; break; case Stage::TessellationControl: case Stage::TessellationEval: case Stage::Geometry: stage_name = "primitive"; break; case Stage::Fragment: stage_name = "fragment"; break; case Stage::Compute: stage_name = "compute"; break; } for (size_t index = 0; index < program.info.input_generics.size(); ++index) { const auto& generic{program.info.input_generics[index]}; if (generic.used) { Add("{}ATTRIB in_attr{}[]={{{}.attrib[{}..{}]}};", InterpDecorator(generic.interpolation), index, stage_name, index, index); } } for (size_t index = 0; index < program.info.stores_frag_color.size(); ++index) { if (!program.info.stores_frag_color[index]) { continue; } if (index == 0) { Add("OUTPUT frag_color0=result.color;"); } else { Add("OUTPUT frag_color{}=result.color[{}];", index, index); } } for (size_t index = 0; index < program.info.stores_generics.size(); ++index) { if (program.info.stores_generics[index]) { Add("OUTPUT out_attr{}[]={{result.attrib[{}..{}]}};", index, index, index); } } texture_buffer_bindings.reserve(program.info.texture_buffer_descriptors.size()); for (const auto& desc : program.info.texture_buffer_descriptors) { texture_buffer_bindings.push_back(bindings.texture); bindings.texture += desc.count; } texture_bindings.reserve(program.info.texture_descriptors.size()); for (const auto& desc : program.info.texture_descriptors) { texture_bindings.push_back(bindings.texture); bindings.texture += desc.count; } } } // namespace Shader::Backend::GLASM