yuzu/src/shader_recompiler/backend/glsl/emit_context.h
ameerj f6bbc76336 glsl: WIP var forward declaration
to fix Loop control flow.
2021-07-22 21:51:36 -04:00

148 lines
4.2 KiB
C++

// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <utility>
#include <vector>
#include <fmt/format.h>
#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 <Type type, typename... Args>
void Add(const char* format_str, IR::Inst& inst, Args&&... args) {
code += fmt::format(format_str, reg_alloc.Define(inst, type), std::forward<Args>(args)...);
// TODO: Remove this
code += '\n';
}
template <typename... Args>
void AddU1(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U1>(format_str, inst, args...);
}
template <typename... Args>
void AddF16x2(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::F16x2>(format_str, inst, args...);
}
template <typename... Args>
void AddU32(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U32>(format_str, inst, args...);
}
template <typename... Args>
void AddS32(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::S32>(format_str, inst, args...);
}
template <typename... Args>
void AddF32(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::F32>(format_str, inst, args...);
}
template <typename... Args>
void AddS64(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::S64>(format_str, inst, args...);
}
template <typename... Args>
void AddU64(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U64>(format_str, inst, args...);
}
template <typename... Args>
void AddF64(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::F64>(format_str, inst, args...);
}
template <typename... Args>
void AddU32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U32x2>(format_str, inst, args...);
}
template <typename... Args>
void AddF32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::F32x2>(format_str, inst, args...);
}
template <typename... Args>
void AddU32x3(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U32x3>(format_str, inst, args...);
}
template <typename... Args>
void AddF32x3(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::F32x3>(format_str, inst, args...);
}
template <typename... Args>
void AddU32x4(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U32x4>(format_str, inst, args...);
}
template <typename... Args>
void AddF32x4(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::F32x4>(format_str, inst, args...);
}
template <typename... Args>
void Add(const char* format_str, Args&&... args) {
code += fmt::format(format_str, std::forward<Args>(args)...);
// TODO: Remove this
code += '\n';
}
std::string header;
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::vector<u32> texture_buffer_bindings;
std::vector<u32> image_buffer_bindings;
std::vector<u32> texture_bindings;
std::vector<u32> image_bindings;
bool uses_y_direction{};
private:
void SetupExtensions(std::string& header);
void DefineConstantBuffers(Bindings& bindings);
void DefineStorageBuffers(Bindings& bindings);
void DefineHelperFunctions();
void SetupImages(Bindings& bindings);
};
} // namespace Shader::Backend::GLSL