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authorameerj <52414509+ameerj@users.noreply.github.com>2021-05-20 03:58:32 +0200
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:35 +0200
commiteaff1030de07f3739794207403ea833ee91c0034 (patch)
treec2e6650ba13f55854b5cba9a79d9afc01528eb96 /src/shader_recompiler/backend/glsl/emit_context.h
parentspirv: Reduce log severity of mismatching denorm rules (diff)
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Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_context.h')
-rw-r--r--src/shader_recompiler/backend/glsl/emit_context.h62
1 files changed, 62 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_context.h b/src/shader_recompiler/backend/glsl/emit_context.h
new file mode 100644
index 000000000..ffc97007d
--- /dev/null
+++ b/src/shader_recompiler/backend/glsl/emit_context.h
@@ -0,0 +1,62 @@
+// 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 <fmt/format.h>
+
+#include "shader_recompiler/backend/glsl/reg_alloc.h"
+#include "shader_recompiler/stage.h"
+
+namespace Shader {
+struct Info;
+struct Profile;
+} // 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_);
+
+ template <typename... Args>
+ void Add(const char* format_str, IR::Inst& inst, Args&&... args) {
+ code += fmt::format(format_str, reg_alloc.Define(inst), std::forward<Args>(args)...);
+ // TODO: Remove this
+ code += '\n';
+ }
+
+ 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 AllocVar() {
+ return fmt::format("var_{}", var_num++);
+ }
+
+ std::string code;
+ RegAlloc reg_alloc;
+ const Info& info;
+ const Profile& profile;
+ u64 var_num{};
+
+private:
+ void DefineConstantBuffers();
+};
+
+} // namespace Shader::Backend::GLSL