shader_recompiler: Rename backend emit_context files
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7 changed files with 6 additions and 6 deletions
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <utility>
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#include <vector>
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#include <fmt/format.h>
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#include "shader_recompiler/backend/glsl/var_alloc.h"
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#include "shader_recompiler/stage.h"
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namespace Shader {
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struct Info;
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struct Profile;
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struct RuntimeInfo;
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} // namespace Shader
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namespace Shader::Backend {
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struct Bindings;
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}
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namespace Shader::IR {
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class Inst;
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struct Program;
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} // namespace Shader::IR
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namespace Shader::Backend::GLSL {
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struct GenericElementInfo {
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std::string name;
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u32 first_element{};
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u32 num_components{};
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};
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struct TextureImageDefinition {
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u32 binding;
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u32 count;
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};
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class EmitContext {
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public:
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explicit EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_,
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const RuntimeInfo& runtime_info_);
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template <GlslVarType type, typename... Args>
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void Add(const char* format_str, IR::Inst& inst, Args&&... args) {
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const auto var_def{var_alloc.AddDefine(inst, type)};
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if (var_def.empty()) {
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// skip assigment.
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code += fmt::format(fmt::runtime(format_str + 3), std::forward<Args>(args)...);
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} else {
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code += fmt::format(fmt::runtime(format_str), var_def, std::forward<Args>(args)...);
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}
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// TODO: Remove this
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code += '\n';
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}
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template <typename... Args>
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void AddU1(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::U1>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF16x2(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::F16x2>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddU32(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::U32>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF32(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::F32>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddU64(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::U64>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF64(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::F64>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddU32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::U32x2>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::F32x2>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddU32x3(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::U32x3>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF32x3(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::F32x3>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddU32x4(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::U32x4>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF32x4(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::F32x4>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddPrecF32(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::PrecF32>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddPrecF64(const char* format_str, IR::Inst& inst, Args&&... args) {
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Add<GlslVarType::PrecF64>(format_str, inst, args...);
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}
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template <typename... Args>
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void Add(const char* format_str, Args&&... args) {
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code += fmt::format(fmt::runtime(format_str), std::forward<Args>(args)...);
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// TODO: Remove this
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code += '\n';
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}
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std::string header;
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std::string code;
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VarAlloc var_alloc;
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const Info& info;
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const Profile& profile;
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const RuntimeInfo& runtime_info;
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Stage stage{};
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std::string_view stage_name = "invalid";
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std::string_view position_name = "gl_Position";
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std::vector<TextureImageDefinition> texture_buffers;
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std::vector<TextureImageDefinition> image_buffers;
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std::vector<TextureImageDefinition> textures;
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std::vector<TextureImageDefinition> images;
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std::array<std::array<GenericElementInfo, 4>, 32> output_generics{};
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u32 num_safety_loop_vars{};
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bool uses_y_direction{};
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bool uses_cc_carry{};
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bool uses_geometry_passthrough{};
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private:
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void SetupExtensions();
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void DefineConstantBuffers(Bindings& bindings);
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void DefineStorageBuffers(Bindings& bindings);
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void DefineGenericOutput(size_t index, u32 invocations);
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void DefineHelperFunctions();
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void DefineConstants();
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std::string DefineGlobalMemoryFunctions();
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void SetupImages(Bindings& bindings);
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void SetupTextures(Bindings& bindings);
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};
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} // namespace Shader::Backend::GLSL
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