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-rw-r--r--src/shader_recompiler/backend/glsl/emit_glsl_special.cpp111
1 files changed, 111 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
new file mode 100644
index 000000000..9b866f889
--- /dev/null
+++ b/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
@@ -0,0 +1,111 @@
+// Copyright 2021 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <string_view>
+
+#include "shader_recompiler/backend/glsl/emit_context.h"
+#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
+#include "shader_recompiler/frontend/ir/program.h"
+#include "shader_recompiler/frontend/ir/value.h"
+#include "shader_recompiler/profile.h"
+
+namespace Shader::Backend::GLSL {
+namespace {
+std::string_view OutputVertexIndex(EmitContext& ctx) {
+ return ctx.stage == Stage::TessellationControl ? "[gl_InvocationID]" : "";
+}
+
+void InitializeOutputVaryings(EmitContext& ctx) {
+ if (ctx.uses_geometry_passthrough) {
+ return;
+ }
+ if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
+ ctx.Add("gl_Position=vec4(0,0,0,1);");
+ }
+ for (size_t index = 0; index < IR::NUM_GENERICS; ++index) {
+ if (!ctx.info.stores.Generic(index)) {
+ continue;
+ }
+ const auto& info_array{ctx.output_generics.at(index)};
+ const auto output_decorator{OutputVertexIndex(ctx)};
+ size_t element{};
+ while (element < info_array.size()) {
+ const auto& info{info_array.at(element)};
+ const auto varying_name{fmt::format("{}{}", info.name, output_decorator)};
+ switch (info.num_components) {
+ case 1: {
+ const char value{element == 3 ? '1' : '0'};
+ ctx.Add("{}={}.f;", varying_name, value);
+ break;
+ }
+ case 2:
+ case 3:
+ if (element + info.num_components < 4) {
+ ctx.Add("{}=vec{}(0);", varying_name, info.num_components);
+ } else {
+ // last element is the w component, must be initialized to 1
+ const auto zeros{info.num_components == 3 ? "0,0," : "0,"};
+ ctx.Add("{}=vec{}({}1);", varying_name, info.num_components, zeros);
+ }
+ break;
+ case 4:
+ ctx.Add("{}=vec4(0,0,0,1);", varying_name);
+ break;
+ default:
+ break;
+ }
+ element += info.num_components;
+ }
+ }
+}
+} // Anonymous namespace
+
+void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
+ const size_t num_args{phi.NumArgs()};
+ for (size_t i = 0; i < num_args; ++i) {
+ ctx.var_alloc.Consume(phi.Arg(i));
+ }
+ if (!phi.Definition<Id>().is_valid) {
+ // The phi node wasn't forward defined
+ ctx.var_alloc.PhiDefine(phi, phi.Arg(0).Type());
+ }
+}
+
+void EmitVoid(EmitContext&) {}
+
+void EmitReference(EmitContext& ctx, const IR::Value& value) {
+ ctx.var_alloc.Consume(value);
+}
+
+void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
+ IR::Inst& phi{*phi_value.InstRecursive()};
+ const auto phi_type{phi.Arg(0).Type()};
+ if (!phi.Definition<Id>().is_valid) {
+ // The phi node wasn't forward defined
+ ctx.var_alloc.PhiDefine(phi, phi_type);
+ }
+ const auto phi_reg{ctx.var_alloc.Consume(IR::Value{&phi})};
+ const auto val_reg{ctx.var_alloc.Consume(value)};
+ if (phi_reg == val_reg) {
+ return;
+ }
+ ctx.Add("{}={};", phi_reg, val_reg);
+}
+
+void EmitPrologue(EmitContext& ctx) {
+ InitializeOutputVaryings(ctx);
+}
+
+void EmitEpilogue(EmitContext&) {}
+
+void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) {
+ ctx.Add("EmitStreamVertex(int({}));", ctx.var_alloc.Consume(stream));
+ InitializeOutputVaryings(ctx);
+}
+
+void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
+ ctx.Add("EndStreamPrimitive(int({}));", ctx.var_alloc.Consume(stream));
+}
+
+} // namespace Shader::Backend::GLSL