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// 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/glasm/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::GLASM {
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 LongAdd(const char* format_str, IR::Inst& inst, Args&&... args) {
code += fmt::format(format_str, reg_alloc.LongDefine(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 code;
RegAlloc reg_alloc{*this};
const Info& info;
const Profile& profile;
std::vector<u32> texture_buffer_bindings;
std::vector<u32> texture_bindings;
Stage stage{};
std::string_view stage_name = "invalid";
};
} // namespace Shader::Backend::GLASM
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