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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <string_view>
#include <sirit/sirit.h>
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"
#include "shader_recompiler/shader_info.h"
namespace Shader::Backend::SPIRV {
using Sirit::Id;
class VectorTypes {
public:
void Define(Sirit::Module& sirit_ctx, Id base_type, std::string_view name);
[[nodiscard]] Id operator[](size_t size) const noexcept {
return defs[size - 1];
}
private:
std::array<Id, 4> defs{};
};
struct TextureDefinition {
Id id;
Id sampled_type;
Id image_type;
};
struct UniformDefinitions {
Id U8{};
Id S8{};
Id U16{};
Id S16{};
Id U32{};
Id F32{};
Id U64{};
};
class EmitContext final : public Sirit::Module {
public:
explicit EmitContext(const Profile& profile, IR::Program& program, u32& binding);
~EmitContext();
[[nodiscard]] Id Def(const IR::Value& value);
const Profile& profile;
Stage stage{};
Id void_id{};
Id U1{};
Id U8{};
Id S8{};
Id U16{};
Id S16{};
Id U64{};
VectorTypes F32;
VectorTypes U32;
VectorTypes F16;
VectorTypes F64;
Id true_value{};
Id false_value{};
Id u32_zero_value{};
UniformDefinitions uniform_types;
Id input_f32{};
Id input_u32{};
Id input_s32{};
Id output_f32{};
Id storage_u32{};
std::array<UniformDefinitions, Info::MAX_CBUFS> cbufs{};
std::array<Id, Info::MAX_SSBOS> ssbos{};
std::vector<TextureDefinition> textures;
Id workgroup_id{};
Id local_invocation_id{};
Id subgroup_local_invocation_id{};
Id instance_id{};
Id instance_index{};
Id base_instance{};
Id vertex_id{};
Id vertex_index{};
Id base_vertex{};
Id front_face{};
Id input_position{};
std::array<Id, 32> input_generics{};
Id output_position{};
std::array<Id, 32> output_generics{};
std::array<Id, 8> frag_color{};
Id frag_depth{};
std::vector<Id> interfaces;
private:
void DefineCommonTypes(const Info& info);
void DefineCommonConstants();
void DefineInterfaces(const Info& info);
void DefineConstantBuffers(const Info& info, u32& binding);
void DefineStorageBuffers(const Info& info, u32& binding);
void DefineTextures(const Info& info, u32& binding);
void DefineLabels(IR::Program& program);
void DefineConstantBuffers(const Info& info, Id UniformDefinitions::*member_type, u32 binding,
Id type, char type_char, u32 element_size);
void DefineInputs(const Info& info);
void DefineOutputs(const Info& info);
};
} // namespace Shader::Backend::SPIRV
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