summaryrefslogtreecommitdiffstats
path: root/src/shader_recompiler/backend/glsl/emit_context.h
blob: 66f70d3550e971822229e2b50c0e408497ce79ad (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
// 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;
} // 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 <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 code;
    RegAlloc reg_alloc;
    const Info& info;
    const Profile& profile;

    Stage stage{};
    std::string_view stage_name = "invalid";
    std::string_view attrib_name = "invalid";

    std::vector<u32> texture_buffer_bindings;
    std::vector<u32> image_buffer_bindings;
    std::vector<u32> texture_bindings;
    std::vector<u32> image_bindings;

private:
    void SetupExtensions(std::string& header);
    void DefineConstantBuffers();
    void DefineStorageBuffers();
    void DefineHelperFunctions();
    void SetupImages(Bindings& bindings);
};

} // namespace Shader::Backend::GLSL