2021-06-10 05:29:19 +01:00
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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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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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namespace {
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void InitializeOutputVaryings(EmitContext& ctx) {
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if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
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ctx.Add("gl_Position=vec4(0,0,0,1);");
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}
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for (size_t index = 0; index < 16; ++index) {
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if (ctx.info.stores_generics[index]) {
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ctx.Add("out_attr{}=vec4(0,0,0,1);", index);
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}
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}
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}
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} // Anonymous namespace
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void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
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const size_t num_args{phi.NumArgs()};
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for (size_t i = 0; i < num_args; ++i) {
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ctx.var_alloc.Consume(phi.Arg(i));
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}
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if (!phi.Definition<Id>().is_valid) {
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// The phi node wasn't forward defined
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ctx.var_alloc.PhiDefine(phi, phi.Arg(0).Type());
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}
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}
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void EmitVoid(EmitContext&) {}
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void EmitReference(EmitContext& ctx, const IR::Value& value) {
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ctx.var_alloc.Consume(value);
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}
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void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
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IR::Inst& phi{*phi_value.InstRecursive()};
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const auto phi_type{phi.Arg(0).Type()};
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if (!phi.Definition<Id>().is_valid) {
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// The phi node wasn't forward defined
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ctx.var_alloc.PhiDefine(phi, phi_type);
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}
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const auto phi_reg{ctx.var_alloc.Consume(IR::Value{&phi})};
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const auto val_reg{ctx.var_alloc.Consume(value)};
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if (phi_reg == val_reg) {
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return;
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}
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ctx.Add("{}={};", phi_reg, val_reg);
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}
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void EmitPrologue(EmitContext& ctx) {
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InitializeOutputVaryings(ctx);
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if (ctx.stage == Stage::Fragment && ctx.profile.need_declared_frag_colors) {
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for (size_t index = 0; index < ctx.info.stores_frag_color.size(); ++index) {
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if (ctx.info.stores_frag_color[index]) {
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continue;
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}
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ctx.Add("frag_color{}=vec4(0,0,0,1);", index);
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}
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}
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}
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void EmitEpilogue(EmitContext&) {}
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void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) {
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ctx.Add("EmitStreamVertex(int({}));", ctx.var_alloc.Consume(stream));
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InitializeOutputVaryings(ctx);
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}
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void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
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ctx.Add("EndStreamPrimitive(int({}));", ctx.var_alloc.Consume(stream));
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}
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} // namespace Shader::Backend::GLSL
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