2021-02-16 10:10:22 +03:00
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <string_view>
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#include <sirit/sirit.h>
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/shader_info.h"
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namespace Shader::Backend::SPIRV {
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using Sirit::Id;
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class VectorTypes {
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public:
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void Define(Sirit::Module& sirit_ctx, Id base_type, std::string_view name);
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[[nodiscard]] Id operator[](size_t size) const noexcept {
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return defs[size - 1];
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}
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private:
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std::array<Id, 4> defs{};
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};
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struct TextureDefinition {
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Id id;
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Id sampled_type;
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Id image_type;
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};
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struct UniformDefinitions {
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Id U8{};
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Id S8{};
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Id U16{};
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Id S16{};
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Id U32{};
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Id F32{};
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Id U64{};
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};
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class EmitContext final : public Sirit::Module {
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public:
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explicit EmitContext(const Profile& profile, IR::Program& program, u32& binding);
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~EmitContext();
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[[nodiscard]] Id Def(const IR::Value& value);
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const Profile& profile;
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Stage stage{};
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Id void_id{};
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Id U1{};
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Id U8{};
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Id S8{};
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Id U16{};
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Id S16{};
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Id U64{};
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VectorTypes F32;
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VectorTypes U32;
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VectorTypes F16;
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VectorTypes F64;
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Id true_value{};
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Id false_value{};
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Id u32_zero_value{};
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Id f32_zero_value{};
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UniformDefinitions uniform_types;
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Id private_u32{};
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Id shared_u8{};
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Id shared_u16{};
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Id shared_u32{};
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Id shared_u32x2{};
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Id shared_u32x4{};
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Id input_f32{};
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Id input_u32{};
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Id input_s32{};
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Id output_f32{};
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Id storage_u32{};
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std::array<UniformDefinitions, Info::MAX_CBUFS> cbufs{};
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std::array<Id, Info::MAX_SSBOS> ssbos{};
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std::vector<TextureDefinition> textures;
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Id workgroup_id{};
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Id local_invocation_id{};
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Id subgroup_local_invocation_id{};
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Id instance_id{};
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Id instance_index{};
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Id base_instance{};
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Id vertex_id{};
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Id vertex_index{};
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Id base_vertex{};
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Id front_face{};
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Id point_coord{};
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Id clip_distances{};
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Id viewport_index{};
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Id fswzadd_lut_a{};
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Id fswzadd_lut_b{};
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Id local_memory{};
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Id shared_memory_u8{};
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Id shared_memory_u16{};
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Id shared_memory_u32{};
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Id shared_memory_u32x2{};
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Id shared_memory_u32x4{};
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Id shared_store_u8_func{};
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Id shared_store_u16_func{};
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Id input_position{};
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std::array<Id, 32> input_generics{};
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Id output_point_size{};
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Id output_position{};
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std::array<Id, 32> output_generics{};
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std::array<Id, 8> frag_color{};
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Id frag_depth{};
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std::vector<Id> interfaces;
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bool ignore_viewport_layer{};
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private:
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void DefineCommonTypes(const Info& info);
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void DefineCommonConstants();
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void DefineInterfaces(const Info& info);
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void DefineLocalMemory(const IR::Program& program);
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void DefineSharedMemory(const IR::Program& program);
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void DefineConstantBuffers(const Info& info, u32& binding);
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void DefineStorageBuffers(const Info& info, u32& binding);
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void DefineTextures(const Info& info, u32& binding);
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void DefineLabels(IR::Program& program);
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void DefineConstantBuffers(const Info& info, Id UniformDefinitions::*member_type, u32 binding,
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Id type, char type_char, u32 element_size);
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void DefineInputs(const Info& info);
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void DefineOutputs(const Info& info);
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};
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} // namespace Shader::Backend::SPIRV
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