// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "shader_recompiler/backend/glasm/emit_context.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/frontend/ir/value.h" namespace Shader::Backend::GLASM { namespace { void GetCbuf(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset, std::string_view size) { if (!binding.IsImmediate()) { throw NotImplementedException("Indirect constant buffer loading"); } const Register ret{ctx.reg_alloc.Define(inst)}; ctx.Add("LDC.{} {},c{}[{}];", size, ret, binding.U32(), offset); } } // Anonymous namespace void EmitGetCbufU8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) { GetCbuf(ctx, inst, binding, offset, "U8"); } void EmitGetCbufS8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) { GetCbuf(ctx, inst, binding, offset, "S8"); } void EmitGetCbufU16(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) { GetCbuf(ctx, inst, binding, offset, "U16"); } void EmitGetCbufS16(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) { GetCbuf(ctx, inst, binding, offset, "S16"); } void EmitGetCbufU32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) { GetCbuf(ctx, inst, binding, offset, "U32"); } void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) { GetCbuf(ctx, inst, binding, offset, "F32"); } void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) { GetCbuf(ctx, inst, binding, offset, "U32X2"); } void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, [[maybe_unused]] ScalarU32 vertex) { const u32 element{static_cast(attr) % 4}; const char swizzle{"xyzw"[element]}; if (IR::IsGeneric(attr)) { const u32 index{IR::GenericAttributeIndex(attr)}; ctx.Add("MOV.F {}.x,in_attr{}[0].{};", inst, index, swizzle); return; } switch (attr) { case IR::Attribute::PositionX: case IR::Attribute::PositionY: case IR::Attribute::PositionZ: case IR::Attribute::PositionW: ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.stage_name, swizzle); break; case IR::Attribute::InstanceId: ctx.Add("MOV.S {}.x,{}.instance;", inst, ctx.stage_name); break; case IR::Attribute::VertexId: ctx.Add("MOV.S {}.x,{}.id;", inst, ctx.stage_name); break; default: throw NotImplementedException("Get attribute {}", attr); } } void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, ScalarF32 value, [[maybe_unused]] ScalarU32 vertex) { const u32 element{static_cast(attr) % 4}; const char swizzle{"xyzw"[element]}; if (IR::IsGeneric(attr)) { const u32 index{IR::GenericAttributeIndex(attr)}; ctx.Add("MOV.F out_attr{}[0].{},{};", index, swizzle, value); return; } switch (attr) { case IR::Attribute::PositionX: case IR::Attribute::PositionY: case IR::Attribute::PositionZ: case IR::Attribute::PositionW: ctx.Add("MOV.F result.position.{},{};", swizzle, value); break; default: throw NotImplementedException("Set attribute {}", attr); } } void EmitGetAttributeIndexed([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarU32 offset, [[maybe_unused]] ScalarU32 vertex) { throw NotImplementedException("GLASM instruction"); } void EmitSetAttributeIndexed([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarU32 offset, [[maybe_unused]] ScalarF32 value, [[maybe_unused]] ScalarU32 vertex) { throw NotImplementedException("GLASM instruction"); } void EmitGetPatch([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Patch patch) { throw NotImplementedException("GLASM instruction"); } void EmitSetPatch([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Patch patch, [[maybe_unused]] ScalarF32 value) { throw NotImplementedException("GLASM instruction"); } void EmitSetFragColor(EmitContext& ctx, u32 index, u32 component, ScalarF32 value) { ctx.Add("MOV.F frag_color{}.{},{};", index, "xyzw"[component], value); } void EmitSetSampleMask([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarF32 value) { throw NotImplementedException("GLASM instruction"); } void EmitSetFragDepth([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarF32 value) { throw NotImplementedException("GLASM instruction"); } void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, ScalarU32 word_offset) { ctx.Add("MOV.U {},lmem[{}].x;", inst, word_offset); } void EmitWriteLocal(EmitContext& ctx, ScalarU32 word_offset, ScalarU32 value) { ctx.Add("MOV.U lmem[{}].x,{};", word_offset, value); } } // namespace Shader::Backend::GLASM