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-rw-r--r--src/shader_recompiler/backend/glsl/emit_glsl_special.cpp111
1 files changed, 111 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
new file mode 100644
index 000000000..9b866f889
--- /dev/null
+++ b/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
@@ -0,0 +1,111 @@
1// Copyright 2021 yuzu Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#include <string_view>
6
7#include "shader_recompiler/backend/glsl/emit_context.h"
8#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
9#include "shader_recompiler/frontend/ir/program.h"
10#include "shader_recompiler/frontend/ir/value.h"
11#include "shader_recompiler/profile.h"
12
13namespace Shader::Backend::GLSL {
14namespace {
15std::string_view OutputVertexIndex(EmitContext& ctx) {
16 return ctx.stage == Stage::TessellationControl ? "[gl_InvocationID]" : "";
17}
18
19void InitializeOutputVaryings(EmitContext& ctx) {
20 if (ctx.uses_geometry_passthrough) {
21 return;
22 }
23 if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
24 ctx.Add("gl_Position=vec4(0,0,0,1);");
25 }
26 for (size_t index = 0; index < IR::NUM_GENERICS; ++index) {
27 if (!ctx.info.stores.Generic(index)) {
28 continue;
29 }
30 const auto& info_array{ctx.output_generics.at(index)};
31 const auto output_decorator{OutputVertexIndex(ctx)};
32 size_t element{};
33 while (element < info_array.size()) {
34 const auto& info{info_array.at(element)};
35 const auto varying_name{fmt::format("{}{}", info.name, output_decorator)};
36 switch (info.num_components) {
37 case 1: {
38 const char value{element == 3 ? '1' : '0'};
39 ctx.Add("{}={}.f;", varying_name, value);
40 break;
41 }
42 case 2:
43 case 3:
44 if (element + info.num_components < 4) {
45 ctx.Add("{}=vec{}(0);", varying_name, info.num_components);
46 } else {
47 // last element is the w component, must be initialized to 1
48 const auto zeros{info.num_components == 3 ? "0,0," : "0,"};
49 ctx.Add("{}=vec{}({}1);", varying_name, info.num_components, zeros);
50 }
51 break;
52 case 4:
53 ctx.Add("{}=vec4(0,0,0,1);", varying_name);
54 break;
55 default:
56 break;
57 }
58 element += info.num_components;
59 }
60 }
61}
62} // Anonymous namespace
63
64void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
65 const size_t num_args{phi.NumArgs()};
66 for (size_t i = 0; i < num_args; ++i) {
67 ctx.var_alloc.Consume(phi.Arg(i));
68 }
69 if (!phi.Definition<Id>().is_valid) {
70 // The phi node wasn't forward defined
71 ctx.var_alloc.PhiDefine(phi, phi.Arg(0).Type());
72 }
73}
74
75void EmitVoid(EmitContext&) {}
76
77void EmitReference(EmitContext& ctx, const IR::Value& value) {
78 ctx.var_alloc.Consume(value);
79}
80
81void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
82 IR::Inst& phi{*phi_value.InstRecursive()};
83 const auto phi_type{phi.Arg(0).Type()};
84 if (!phi.Definition<Id>().is_valid) {
85 // The phi node wasn't forward defined
86 ctx.var_alloc.PhiDefine(phi, phi_type);
87 }
88 const auto phi_reg{ctx.var_alloc.Consume(IR::Value{&phi})};
89 const auto val_reg{ctx.var_alloc.Consume(value)};
90 if (phi_reg == val_reg) {
91 return;
92 }
93 ctx.Add("{}={};", phi_reg, val_reg);
94}
95
96void EmitPrologue(EmitContext& ctx) {
97 InitializeOutputVaryings(ctx);
98}
99
100void EmitEpilogue(EmitContext&) {}
101
102void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) {
103 ctx.Add("EmitStreamVertex(int({}));", ctx.var_alloc.Consume(stream));
104 InitializeOutputVaryings(ctx);
105}
106
107void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
108 ctx.Add("EndStreamPrimitive(int({}));", ctx.var_alloc.Consume(stream));
109}
110
111} // namespace Shader::Backend::GLSL