diff options
Diffstat (limited to 'src/shader_recompiler/backend/glsl/reg_alloc.h')
-rw-r--r-- | src/shader_recompiler/backend/glsl/reg_alloc.h | 84 |
1 files changed, 0 insertions, 84 deletions
diff --git a/src/shader_recompiler/backend/glsl/reg_alloc.h b/src/shader_recompiler/backend/glsl/reg_alloc.h deleted file mode 100644 index 6c293f9d1e..0000000000 --- a/src/shader_recompiler/backend/glsl/reg_alloc.h +++ /dev/null @@ -1,84 +0,0 @@ -// Copyright 2021 yuzu Emulator Project -// Licensed under GPLv2 or any later version -// Refer to the license.txt file included. - -#pragma once - -#include <bitset> -#include <vector> - -#include "common/bit_field.h" -#include "common/common_types.h" - -namespace Shader::IR { -class Inst; -class Value; -enum class Type; -} // namespace Shader::IR - -namespace Shader::Backend::GLSL { -enum class Type : u32 { - U1, - F16x2, - S32, - U32, - F32, - S64, - U64, - F64, - U32x2, - F32x2, - U32x3, - F32x3, - U32x4, - F32x4, - Void, -}; - -struct Id { - union { - u32 raw; - BitField<0, 1, u32> is_valid; - BitField<1, 1, u32> is_long; - BitField<2, 1, u32> is_spill; - BitField<3, 1, u32> is_condition_code; - BitField<4, 1, u32> is_null; - BitField<5, 27, u32> index; - }; - - bool operator==(Id rhs) const noexcept { - return raw == rhs.raw; - } - bool operator!=(Id rhs) const noexcept { - return !operator==(rhs); - } -}; -static_assert(sizeof(Id) == sizeof(u32)); - -class RegAlloc { -public: - std::string Define(IR::Inst& inst); - std::string Define(IR::Inst& inst, Type type); - std::string Define(IR::Inst& inst, IR::Type type); - - std::string Consume(const IR::Value& value); - std::string Consume(IR::Inst& inst); - - std::string GetGlslType(Type type); - std::string GetGlslType(IR::Type type); - - size_t num_used_registers{}; - std::vector<std::string> reg_types; - -private: - static constexpr size_t NUM_REGS = 4096; - - Type RegType(IR::Type type); - Id Alloc(); - void Free(Id id); - - std::bitset<NUM_REGS> register_use{}; - std::bitset<NUM_REGS> register_defined{}; -}; - -} // namespace Shader::Backend::GLSL |