// 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 <fmt/format.h> #include "shader_recompiler/backend/glsl/reg_alloc.h" #include "shader_recompiler/stage.h" namespace Shader { struct Info; struct Profile; } // 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_); template <typename... Args> void Add(const char* format_str, IR::Inst& inst, Args&&... args) { code += fmt::format(format_str, reg_alloc.Define(inst), std::forward<Args>(args)...); // TODO: Remove this code += '\n'; } 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 AllocVar() { return fmt::format("var_{}", var_num++); } std::string code; RegAlloc reg_alloc; const Info& info; const Profile& profile; u64 var_num{}; private: void DefineConstantBuffers(); }; } // namespace Shader::Backend::GLSL