// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include <string> #include <utility> #include <vector> #include <fmt/format.h> #include "shader_recompiler/backend/glsl/var_alloc.h" #include "shader_recompiler/stage.h" namespace Shader { struct Info; struct Profile; struct RuntimeInfo; } // namespace Shader namespace Shader::Backend { struct Bindings; } namespace Shader::IR { class Inst; struct Program; } // namespace Shader::IR namespace Shader::Backend::GLSL { class EmitContext { public: explicit EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_, const RuntimeInfo& runtime_info_); template <GlslVarType type, typename... Args> void Add(const char* format_str, IR::Inst& inst, Args&&... args) { code += fmt::format(format_str, var_alloc.Define(inst, type), std::forward<Args>(args)...); // TODO: Remove this code += '\n'; } template <typename... Args> void AddU1(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::U1>(format_str, inst, args...); } template <typename... Args> void AddF16x2(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::F16x2>(format_str, inst, args...); } template <typename... Args> void AddU32(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::U32>(format_str, inst, args...); } template <typename... Args> void AddS32(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::S32>(format_str, inst, args...); } template <typename... Args> void AddF32(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::F32>(format_str, inst, args...); } template <typename... Args> void AddS64(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::S64>(format_str, inst, args...); } template <typename... Args> void AddU64(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::U64>(format_str, inst, args...); } template <typename... Args> void AddF64(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::F64>(format_str, inst, args...); } template <typename... Args> void AddU32x2(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::U32x2>(format_str, inst, args...); } template <typename... Args> void AddF32x2(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::F32x2>(format_str, inst, args...); } template <typename... Args> void AddU32x3(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::U32x3>(format_str, inst, args...); } template <typename... Args> void AddF32x3(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::F32x3>(format_str, inst, args...); } template <typename... Args> void AddU32x4(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::U32x4>(format_str, inst, args...); } template <typename... Args> void AddF32x4(const char* format_str, IR::Inst& inst, Args&&... args) { Add<GlslVarType::F32x4>(format_str, inst, args...); } template <typename... Args> void Add(const char* format_str, Args&&... args) { code += fmt::format(format_str, std::forward<Args>(args)...); // TODO: Remove this code += '\n'; } std::string header; std::string code; VarAlloc var_alloc; const Info& info; const Profile& profile; const RuntimeInfo& runtime_info; Stage stage{}; std::string_view stage_name = "invalid"; std::vector<u32> texture_buffer_bindings; std::vector<u32> image_buffer_bindings; std::vector<u32> texture_bindings; std::vector<u32> image_bindings; bool uses_y_direction{}; bool uses_cc_carry{}; private: void SetupExtensions(std::string& header); void DefineConstantBuffers(Bindings& bindings); void DefineStorageBuffers(Bindings& bindings); void DefineHelperFunctions(); void SetupImages(Bindings& bindings); }; } // namespace Shader::Backend::GLSL