66 lines
1.5 KiB
C++
66 lines
1.5 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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#pragma once
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#include <string>
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#include <utility>
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#include <vector>
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#include <fmt/format.h>
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#include "shader_recompiler/backend/glasm/reg_alloc.h"
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namespace Shader {
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struct Info;
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}
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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::GLASM {
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class EmitContext {
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public:
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explicit EmitContext(IR::Program& program, Bindings& bindings);
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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 LongAdd(const char* format_str, IR::Inst& inst, Args&&... args) {
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code += fmt::format(format_str, reg_alloc.LongDefine(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 code;
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RegAlloc reg_alloc{*this};
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const Info& info;
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std::vector<u32> texture_buffer_bindings;
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std::vector<u32> texture_bindings;
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std::string_view stage_name = "invalid";
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};
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} // namespace Shader::Backend::GLASM
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