yuzu/src/shader_recompiler/backend/glsl/reg_alloc.h
ameerj 64337f004d glsl: Fix "reg" allocing
based on glasm with some tweaks
2021-07-22 21:51:35 -04:00

53 lines
1.2 KiB
C++

// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <bitset>
#include "common/common_types.h"
namespace Shader::IR {
class Inst;
class Value;
} // namespace Shader::IR
namespace Shader::Backend::GLSL {
struct Id {
u32 base_element : 2;
u32 num_elements_minus_one : 2;
u32 index : 26;
u32 is_spill : 1;
u32 is_condition_code : 1;
};
class RegAlloc {
public:
std::string Define(IR::Inst& inst, u32 num_elements = 1, u32 alignment = 1);
std::string Consume(const IR::Value& value);
/// Returns true if the instruction is expected to be aliased to another
static bool IsAliased(const IR::Inst& inst);
/// Returns the underlying value out of an alias sequence
static IR::Inst& AliasInst(IR::Inst& inst);
private:
static constexpr size_t NUM_REGS = 4096;
static constexpr size_t NUM_ELEMENTS = 4;
std::string Consume(IR::Inst& inst);
Id Alloc(u32 num_elements, u32 alignment);
void Free(Id id);
size_t num_used_registers{};
std::bitset<NUM_REGS> register_use{};
};
} // namespace Shader::Backend::GLSL