Mostly copied from GLSL since in terms of syntax within blocks they’re pretty similar. Likely the result will need tweaking… Isn’t that conveniant? “Do the simd_shuffle” atomics Remaining instructions Remove removed special instructions Getting somewhere…
102 lines
2.8 KiB
C#
102 lines
2.8 KiB
C#
using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Globalization;
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namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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static class NumberFormatter
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{
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private const int MaxDecimal = 256;
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public static bool TryFormat(int value, AggregateType dstType, out string formatted)
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{
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if (dstType == AggregateType.FP32)
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{
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return TryFormatFloat(BitConverter.Int32BitsToSingle(value), out formatted);
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}
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else if (dstType == AggregateType.S32)
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{
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formatted = FormatInt(value);
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}
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else if (dstType == AggregateType.U32)
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{
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formatted = FormatUint((uint)value);
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}
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else if (dstType == AggregateType.Bool)
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{
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formatted = value != 0 ? "true" : "false";
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}
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else
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{
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throw new ArgumentException($"Invalid variable type \"{dstType}\".");
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}
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return true;
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}
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public static string FormatFloat(float value)
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{
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if (!TryFormatFloat(value, out string formatted))
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{
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throw new ArgumentException("Failed to convert float value to string.");
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}
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return formatted;
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}
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public static bool TryFormatFloat(float value, out string formatted)
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{
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if (float.IsNaN(value) || float.IsInfinity(value))
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{
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formatted = null;
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return false;
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}
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formatted = value.ToString("F9", CultureInfo.InvariantCulture);
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if (!formatted.Contains('.'))
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{
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formatted += ".0f";
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}
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return true;
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}
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public static string FormatInt(int value, AggregateType dstType)
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{
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if (dstType == AggregateType.S32)
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{
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return FormatInt(value);
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}
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else if (dstType == AggregateType.U32)
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{
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return FormatUint((uint)value);
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}
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else
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{
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throw new ArgumentException($"Invalid variable type \"{dstType}\".");
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}
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}
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public static string FormatInt(int value)
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{
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if (value <= MaxDecimal && value >= -MaxDecimal)
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{
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return value.ToString(CultureInfo.InvariantCulture);
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}
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return "0x" + value.ToString("X", CultureInfo.InvariantCulture);
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}
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public static string FormatUint(uint value)
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{
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if (value <= MaxDecimal && value >= 0)
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{
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return value.ToString(CultureInfo.InvariantCulture) + "u";
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}
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return "0x" + value.ToString("X", CultureInfo.InvariantCulture) + "u";
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}
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}
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}
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