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- // 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
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