112 lines
3.7 KiB
C++
112 lines
3.7 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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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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namespace {
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std::string_view OutputVertexIndex(EmitContext& ctx) {
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return ctx.stage == Stage::TessellationControl ? "[gl_InvocationID]" : "";
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}
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void InitializeOutputVaryings(EmitContext& ctx) {
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if (ctx.uses_geometry_passthrough) {
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return;
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}
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if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
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ctx.Add("gl_Position=vec4(0,0,0,1);");
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}
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for (size_t index = 0; index < IR::NUM_GENERICS; ++index) {
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if (!ctx.info.stores.Generic(index)) {
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continue;
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}
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const auto& info_array{ctx.output_generics.at(index)};
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const auto output_decorator{OutputVertexIndex(ctx)};
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size_t element{};
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while (element < info_array.size()) {
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const auto& info{info_array.at(element)};
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const auto varying_name{fmt::format("{}{}", info.name, output_decorator)};
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switch (info.num_components) {
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case 1: {
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const char value{element == 3 ? '1' : '0'};
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ctx.Add("{}={}.f;", varying_name, value);
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break;
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}
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case 2:
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case 3:
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if (element + info.num_components < 4) {
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ctx.Add("{}=vec{}(0);", varying_name, info.num_components);
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} else {
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// last element is the w component, must be initialized to 1
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const auto zeros{info.num_components == 3 ? "0,0," : "0,"};
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ctx.Add("{}=vec{}({}1);", varying_name, info.num_components, zeros);
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}
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break;
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case 4:
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ctx.Add("{}=vec4(0,0,0,1);", varying_name);
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break;
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default:
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break;
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}
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element += info.num_components;
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}
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}
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}
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} // Anonymous namespace
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void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
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const size_t num_args{phi.NumArgs()};
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for (size_t i = 0; i < num_args; ++i) {
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ctx.var_alloc.Consume(phi.Arg(i));
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}
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if (!phi.Definition<Id>().is_valid) {
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// The phi node wasn't forward defined
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ctx.var_alloc.PhiDefine(phi, phi.Arg(0).Type());
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}
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}
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void EmitVoid(EmitContext&) {}
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void EmitReference(EmitContext& ctx, const IR::Value& value) {
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ctx.var_alloc.Consume(value);
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}
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void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
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IR::Inst& phi{*phi_value.InstRecursive()};
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const auto phi_type{phi.Arg(0).Type()};
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if (!phi.Definition<Id>().is_valid) {
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// The phi node wasn't forward defined
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ctx.var_alloc.PhiDefine(phi, phi_type);
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}
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const auto phi_reg{ctx.var_alloc.Consume(IR::Value{&phi})};
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const auto val_reg{ctx.var_alloc.Consume(value)};
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if (phi_reg == val_reg) {
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return;
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}
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ctx.Add("{}={};", phi_reg, val_reg);
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}
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void EmitPrologue(EmitContext& ctx) {
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InitializeOutputVaryings(ctx);
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}
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void EmitEpilogue(EmitContext&) {}
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void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) {
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ctx.Add("EmitStreamVertex(int({}));", ctx.var_alloc.Consume(stream));
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InitializeOutputVaryings(ctx);
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}
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void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
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ctx.Add("EndStreamPrimitive(int({}));", ctx.var_alloc.Consume(stream));
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}
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} // namespace Shader::Backend::GLSL
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