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path: root/src/shader_recompiler/backend/glsl/emit_glsl.cpp
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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include <string>
#include <tuple>

#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"

#pragma optimize("", off)
namespace Shader::Backend::GLSL {
namespace {
template <class Func>
struct FuncTraits {};

template <class ReturnType_, class... Args>
struct FuncTraits<ReturnType_ (*)(Args...)> {
    using ReturnType = ReturnType_;

    static constexpr size_t NUM_ARGS = sizeof...(Args);

    template <size_t I>
    using ArgType = std::tuple_element_t<I, std::tuple<Args...>>;
};

template <auto func, typename... Args>
void SetDefinition(EmitContext& ctx, IR::Inst* inst, Args... args) {
    inst->SetDefinition<Id>(func(ctx, std::forward<Args>(args)...));
}

template <typename ArgType>
auto Arg(EmitContext& ctx, const IR::Value& arg) {
    if constexpr (std::is_same_v<ArgType, std::string_view>) {
        return ctx.reg_alloc.Consume(arg);
    } else if constexpr (std::is_same_v<ArgType, const IR::Value&>) {
        return arg;
    } else if constexpr (std::is_same_v<ArgType, u32>) {
        return arg.U32();
    } else if constexpr (std::is_same_v<ArgType, IR::Attribute>) {
        return arg.Attribute();
    } else if constexpr (std::is_same_v<ArgType, IR::Patch>) {
        return arg.Patch();
    } else if constexpr (std::is_same_v<ArgType, IR::Reg>) {
        return arg.Reg();
    }
}

template <auto func, bool is_first_arg_inst, size_t... I>
void Invoke(EmitContext& ctx, IR::Inst* inst, std::index_sequence<I...>) {
    using Traits = FuncTraits<decltype(func)>;
    if constexpr (std::is_same_v<typename Traits::ReturnType, Id>) {
        if constexpr (is_first_arg_inst) {
            SetDefinition<func>(
                ctx, inst, *inst,
                Arg<typename Traits::template ArgType<I + 2>>(ctx, inst->Arg(I))...);
        } else {
            SetDefinition<func>(
                ctx, inst, Arg<typename Traits::template ArgType<I + 1>>(ctx, inst->Arg(I))...);
        }
    } else {
        if constexpr (is_first_arg_inst) {
            func(ctx, *inst, Arg<typename Traits::template ArgType<I + 2>>(ctx, inst->Arg(I))...);
        } else {
            func(ctx, Arg<typename Traits::template ArgType<I + 1>>(ctx, inst->Arg(I))...);
        }
    }
}

template <auto func>
void Invoke(EmitContext& ctx, IR::Inst* inst) {
    using Traits = FuncTraits<decltype(func)>;
    static_assert(Traits::NUM_ARGS >= 1, "Insufficient arguments");
    if constexpr (Traits::NUM_ARGS == 1) {
        Invoke<func, false>(ctx, inst, std::make_index_sequence<0>{});
    } else {
        using FirstArgType = typename Traits::template ArgType<1>;
        static constexpr bool is_first_arg_inst = std::is_same_v<FirstArgType, IR::Inst&>;
        using Indices = std::make_index_sequence<Traits::NUM_ARGS - (is_first_arg_inst ? 2 : 1)>;
        Invoke<func, is_first_arg_inst>(ctx, inst, Indices{});
    }
}

void EmitInst(EmitContext& ctx, IR::Inst* inst) {
    switch (inst->GetOpcode()) {
#define OPCODE(name, result_type, ...)                                                             \
    case IR::Opcode::name:                                                                         \
        return Invoke<&Emit##name>(ctx, inst);
#include "shader_recompiler/frontend/ir/opcodes.inc"
#undef OPCODE
    }
    throw LogicError("Invalid opcode {}", inst->GetOpcode());
}

void EmitCode(EmitContext& ctx, const IR::Program& program) {
    for (const IR::AbstractSyntaxNode& node : program.syntax_list) {
        switch (node.type) {
        case IR::AbstractSyntaxNode::Type::Block:
            for (IR::Inst& inst : node.data.block->Instructions()) {
                EmitInst(ctx, &inst);
            }
            break;
        case IR::AbstractSyntaxNode::Type::If:
            ctx.Add("if (");
            break;
        case IR::AbstractSyntaxNode::Type::EndIf:
            ctx.Add("){{");
            break;
        case IR::AbstractSyntaxNode::Type::Loop:
            ctx.Add("while (");
            break;
        case IR::AbstractSyntaxNode::Type::Repeat:
            if (node.data.repeat.cond.IsImmediate()) {
                if (node.data.repeat.cond.U1()) {
                    ctx.Add("ENDREP;");
                } else {
                    ctx.Add("BRK;"
                            "ENDREP;");
                }
            }
            break;
        case IR::AbstractSyntaxNode::Type::Break:
            if (node.data.break_node.cond.IsImmediate()) {
                if (node.data.break_node.cond.U1()) {
                    ctx.Add("break;");
                }
            }
            break;
        case IR::AbstractSyntaxNode::Type::Return:
        case IR::AbstractSyntaxNode::Type::Unreachable:
            ctx.Add("return;");
            break;
        default:
            ctx.Add("UNAHNDLED {}", node.type);
            break;
        }
    }
}

} // Anonymous namespace

std::string EmitGLSL(const Profile& profile, const RuntimeInfo&, IR::Program& program,
                     Bindings& bindings) {
    EmitContext ctx{program, bindings, profile};
    EmitCode(ctx, program);
    ctx.code += "}";
    return ctx.code;
}

} // namespace Shader::Backend::GLSL