emit_context.cpp 3.6 KB

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  1. // Copyright 2021 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include "shader_recompiler/backend/bindings.h"
  5. #include "shader_recompiler/backend/glsl/emit_context.h"
  6. #include "shader_recompiler/frontend/ir/program.h"
  7. namespace Shader::Backend::GLSL {
  8. EmitContext::EmitContext(IR::Program& program, [[maybe_unused]] Bindings& bindings,
  9. const Profile& profile_)
  10. : info{program.info}, profile{profile_} {
  11. std::string header = "#version 450\n";
  12. SetupExtensions(header);
  13. if (program.stage == Stage::Compute) {
  14. header += fmt::format("layout(local_size_x={},local_size_y={},local_size_z={}) in;\n",
  15. program.workgroup_size[0], program.workgroup_size[1],
  16. program.workgroup_size[2]);
  17. }
  18. code += header;
  19. DefineConstantBuffers();
  20. DefineStorageBuffers();
  21. DefineHelperFunctions();
  22. code += "void main(){\n";
  23. }
  24. void EmitContext::SetupExtensions(std::string& header) {
  25. if (info.uses_int64) {
  26. header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
  27. }
  28. if (info.uses_int64_bit_atomics) {
  29. header += "#extension GL_NV_shader_atomic_int64 : enable\n";
  30. }
  31. if (info.uses_atomic_f32_add) {
  32. header += "#extension GL_NV_shader_atomic_float : enable\n";
  33. }
  34. if (info.uses_atomic_f16x2_add || info.uses_atomic_f16x2_min || info.uses_atomic_f16x2_max) {
  35. header += "#extension NV_shader_atomic_fp16_vector : enable\n";
  36. }
  37. }
  38. void EmitContext::DefineConstantBuffers() {
  39. if (info.constant_buffer_descriptors.empty()) {
  40. return;
  41. }
  42. u32 binding{};
  43. for (const auto& desc : info.constant_buffer_descriptors) {
  44. Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, binding,
  45. desc.index, 4 * 1024);
  46. ++binding;
  47. }
  48. }
  49. void EmitContext::DefineStorageBuffers() {
  50. if (info.storage_buffers_descriptors.empty()) {
  51. return;
  52. }
  53. u32 binding{};
  54. for (const auto& desc : info.storage_buffers_descriptors) {
  55. if (info.uses_s32_atomics) {
  56. Add("layout(std430,binding={}) buffer ssbo_{}_s32{{int ssbo{}_s32[];}};", binding,
  57. binding, desc.cbuf_index, desc.count);
  58. }
  59. if (True(info.used_storage_buffer_types & IR::Type::U32)) {
  60. Add("layout(std430,binding={}) buffer ssbo_{}_u32{{uint ssbo{}_u32[];}};", binding,
  61. binding, desc.cbuf_index, desc.count);
  62. }
  63. if (True(info.used_storage_buffer_types & IR::Type::F32)) {
  64. Add("layout(std430,binding={}) buffer ssbo_{}_f32{{float ssbo{}_f32[];}};", binding,
  65. binding, desc.cbuf_index, desc.count);
  66. }
  67. if (True(info.used_storage_buffer_types & IR::Type::U32x2)) {
  68. Add("layout(std430,binding={}) buffer ssbo_{}_u32x2{{uvec2 ssbo{}_u32x2[];}};", binding,
  69. binding, desc.cbuf_index, desc.count);
  70. }
  71. if (True(info.used_storage_buffer_types & IR::Type::U64) ||
  72. True(info.used_storage_buffer_types & IR::Type::F64)) {
  73. Add("layout(std430,binding={}) buffer ssbo_{}_u64{{uint64_t ssbo{}_u64[];}};", binding,
  74. binding, desc.cbuf_index, desc.count);
  75. }
  76. ++binding;
  77. }
  78. }
  79. void EmitContext::DefineHelperFunctions() {
  80. if (info.uses_global_increment) {
  81. code += "uint CasIncrement(uint op_a,uint op_b){return(op_a>=op_b)?0u:(op_a+1u);}\n";
  82. }
  83. if (info.uses_global_decrement) {
  84. code +=
  85. "uint CasDecrement(uint op_a,uint op_b){return(op_a==0||op_a>op_b)?op_b:(op_a-1u);}\n";
  86. }
  87. }
  88. } // namespace Shader::Backend::GLSL