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-rw-r--r--src/shader_recompiler/backend/glasm/glasm_emit_context.h80
1 files changed, 80 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glasm/glasm_emit_context.h b/src/shader_recompiler/backend/glasm/glasm_emit_context.h
new file mode 100644
index 000000000..8433e5c00
--- /dev/null
+++ b/src/shader_recompiler/backend/glasm/glasm_emit_context.h
@@ -0,0 +1,80 @@
+// 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;
+struct RuntimeInfo;
+} // 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_,
+ const RuntimeInfo& runtime_info_);
+
+ template <typename... Args>
+ void Add(const char* format_str, IR::Inst& inst, Args&&... args) {
+ code += fmt::format(fmt::runtime(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(fmt::runtime(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(fmt::runtime(format_str), std::forward<Args>(args)...);
+ // TODO: Remove this
+ code += '\n';
+ }
+
+ std::string code;
+ RegAlloc reg_alloc{};
+ const Info& info;
+ const Profile& profile;
+ const RuntimeInfo& runtime_info;
+
+ std::vector<u32> texture_buffer_bindings;
+ std::vector<u32> image_buffer_bindings;
+ std::vector<u32> texture_bindings;
+ std::vector<u32> image_bindings;
+
+ Stage stage{};
+ std::string_view stage_name = "invalid";
+ std::string_view attrib_name = "invalid";
+
+ u32 num_safety_loop_vars{};
+ bool uses_y_direction{};
+};
+
+} // namespace Shader::Backend::GLASM