// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/profile.h" namespace Shader::Backend::GLSL { static constexpr std::string_view SWIZZLE{"xyzw"}; void EmitGetCbufU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL"); } void EmitGetCbufS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL"); } void EmitGetCbufU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL"); } void EmitGetCbufS16([[maybe_unused]] EmitContext& ctx, [[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) { const auto u32_offset{offset.U32()}; const auto index{(u32_offset / 4) % 4}; ctx.AddU32("{}=floatBitsToUint(cbuf{}[{}].{});", inst, binding.U32(), u32_offset / 16, SWIZZLE[index]); } void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, const IR::Value& offset) { const auto u32_offset{offset.U32()}; const auto index{(u32_offset / 4) % 4}; ctx.AddF32("{}=cbuf{}[{}].{};", inst, binding.U32(), u32_offset / 16, SWIZZLE[index]); } void EmitGetCbufU32x2([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL"); } void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, [[maybe_unused]] std::string_view vertex) { const u32 element{static_cast(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: ctx.AddF32("{}=gl_Position.{};", inst, swizzle); 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(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); } } // namespace Shader::Backend::GLSL