// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {
namespace {
static constexpr std::string_view SWIZZLE{"xyzw"};
u32 CbufIndex(u32 offset) {
return (offset / 4) % 4;
}
char OffsetSwizzle(u32 offset) {
return SWIZZLE[CbufIndex(offset)];
}
} // namespace
void EmitGetCbufU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
void EmitGetCbufS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
void EmitGetCbufU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
void EmitGetCbufS16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
void EmitGetCbufU32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
const IR::Value& offset) {
if (offset.IsImmediate()) {
ctx.AddU32("{}=floatBitsToUint({}_cbuf{}[{}].{});", inst, ctx.stage_name, binding.U32(),
offset.U32() / 16, OffsetSwizzle(offset.U32()));
} else {
const auto offset_var{ctx.reg_alloc.Consume(offset)};
ctx.AddU32("{}=floatBitsToUint({}_cbuf{}[{}/16][({}/4)%4]);", inst, ctx.stage_name,
binding.U32(), offset_var, offset_var);
}
}
void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
const IR::Value& offset) {
if (offset.IsImmediate()) {
ctx.AddF32("{}={}_cbuf{}[{}].{};", inst, ctx.stage_name, binding.U32(), offset.U32() / 16,
OffsetSwizzle(offset.U32()));
} else {
const auto offset_var{ctx.reg_alloc.Consume(offset)};
ctx.AddF32("{}={}_cbuf{}[{}/16][({}/4)%4];", inst, ctx.stage_name, binding.U32(),
offset_var, offset_var);
}
}
void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
const IR::Value& offset) {
if (offset.IsImmediate()) {
ctx.AddU32x2(
"{}=uvec2(floatBitsToUint({}_cbuf{}[{}].{}),floatBitsToUint({}_cbuf{}[{}].{}));", inst,
ctx.stage_name, binding.U32(), offset.U32() / 16, OffsetSwizzle(offset.U32()),
ctx.stage_name, binding.U32(), (offset.U32() + 1) / 16,
OffsetSwizzle(offset.U32() + 1));
} else {
const auto offset_var{ctx.reg_alloc.Consume(offset)};
ctx.AddU32x2("{}=uvec2(floatBitsToUint({}_cbuf{}[{}/16][({}/"
"4)%4]),floatBitsToUint({}_cbuf{}[({}+1)/16][(({}+1/4))%4]));",
inst, ctx.stage_name, binding.U32(), offset_var, offset_var, ctx.stage_name,
binding.U32(), offset_var, offset_var);
}
}
void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
[[maybe_unused]] std::string_view vertex) {
const u32 element{static_cast<u32>(attr) % 4};
const char swizzle{"xyzw"[element]};
if (IR::IsGeneric(attr)) {
const u32 index{IR::GenericAttributeIndex(attr)};
ctx.AddF32("{}=in_attr{}.{};", inst, index, swizzle);
return;
}
switch (attr) {
case IR::Attribute::PositionX:
case IR::Attribute::PositionY:
case IR::Attribute::PositionZ:
case IR::Attribute::PositionW:
switch (ctx.stage) {
case Stage::VertexA:
case Stage::VertexB:
ctx.AddF32("{}=gl_Position.{};", inst, swizzle);
break;
case Stage::Fragment:
ctx.AddF32("{}=gl_FragCoord.{};", inst, swizzle);
break;
default:
throw NotImplementedException("Get Position for stage {}", ctx.stage);
}
break;
case IR::Attribute::InstanceId:
ctx.AddS32("{}=gl_InstanceID;", inst);
break;
case IR::Attribute::VertexId:
ctx.AddS32("{}=gl_VertexID;", inst);
break;
default:
fmt::print("Get attribute {}", attr);
throw NotImplementedException("Get attribute {}", attr);
}
}
void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, std::string_view value,
[[maybe_unused]] std::string_view vertex) {
const u32 element{static_cast<u32>(attr) % 4};
const char swizzle{"xyzw"[element]};
if (IR::IsGeneric(attr)) {
const u32 index{IR::GenericAttributeIndex(attr)};
ctx.Add("out_attr{}.{}={};", index, swizzle, value);
return;
}
switch (attr) {
case IR::Attribute::PointSize:
ctx.Add("gl_Pointsize={};", value);
break;
case IR::Attribute::PositionX:
case IR::Attribute::PositionY:
case IR::Attribute::PositionZ:
case IR::Attribute::PositionW:
ctx.Add("gl_Position.{}={};", swizzle, value);
break;
default:
fmt::print("Set attribute {}", attr);
throw NotImplementedException("Set attribute {}", attr);
}
}
void EmitSetFragColor(EmitContext& ctx, u32 index, u32 component, std::string_view value) {
const char swizzle{"xyzw"[component]};
ctx.Add("frag_color{}.{}={};", index, swizzle, value);
}
void EmitLocalInvocationId(EmitContext& ctx, IR::Inst& inst) {
ctx.AddU32x3("{}=gl_LocalInvocationID;", inst);
}
} // namespace Shader::Backend::GLSL