// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/glsl_emit_context.h" #include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/profile.h" namespace Shader::Backend::GLSL { namespace { std::string_view OutputVertexIndex(EmitContext& ctx) { return ctx.stage == Stage::TessellationControl ? "[gl_InvocationID]" : ""; } void InitializeOutputVaryings(EmitContext& ctx) { if (ctx.uses_geometry_passthrough) { return; } if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) { ctx.Add("gl_Position=vec4(0,0,0,1);"); } for (size_t index = 0; index < IR::NUM_GENERICS; ++index) { if (!ctx.info.stores.Generic(index)) { continue; } const auto& info_array{ctx.output_generics.at(index)}; const auto output_decorator{OutputVertexIndex(ctx)}; size_t element{}; while (element < info_array.size()) { const auto& info{info_array.at(element)}; const auto varying_name{fmt::format("{}{}", info.name, output_decorator)}; switch (info.num_components) { case 1: { const char value{element == 3 ? '1' : '0'}; ctx.Add("{}={}.f;", varying_name, value); break; } case 2: case 3: if (element + info.num_components < 4) { ctx.Add("{}=vec{}(0);", varying_name, info.num_components); } else { // last element is the w component, must be initialized to 1 const auto zeros{info.num_components == 3 ? "0,0," : "0,"}; ctx.Add("{}=vec{}({}1);", varying_name, info.num_components, zeros); } break; case 4: ctx.Add("{}=vec4(0,0,0,1);", varying_name); break; default: break; } element += info.num_components; } } } } // Anonymous namespace void EmitPhi(EmitContext& ctx, IR::Inst& phi) { const size_t num_args{phi.NumArgs()}; for (size_t i = 0; i < num_args; ++i) { ctx.var_alloc.Consume(phi.Arg(i)); } if (!phi.Definition().is_valid) { // The phi node wasn't forward defined ctx.var_alloc.PhiDefine(phi, phi.Type()); } } void EmitVoid(EmitContext&) {} void EmitReference(EmitContext& ctx, const IR::Value& value) { ctx.var_alloc.Consume(value); } void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) { IR::Inst& phi{*phi_value.InstRecursive()}; const auto phi_type{phi.Type()}; if (!phi.Definition().is_valid) { // The phi node wasn't forward defined ctx.var_alloc.PhiDefine(phi, phi_type); } const auto phi_reg{ctx.var_alloc.Consume(IR::Value{&phi})}; const auto val_reg{ctx.var_alloc.Consume(value)}; if (phi_reg == val_reg) { return; } const bool needs_workaround{ctx.profile.has_gl_bool_ref_bug && phi_type == IR::Type::U1}; const auto suffix{needs_workaround ? "?true:false" : ""}; ctx.Add("{}={}{};", phi_reg, val_reg, suffix); } void EmitPrologue(EmitContext& ctx) { InitializeOutputVaryings(ctx); } void EmitEpilogue(EmitContext&) {} void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) { ctx.Add("EmitStreamVertex(int({}));", ctx.var_alloc.Consume(stream)); InitializeOutputVaryings(ctx); } void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) { ctx.Add("EndStreamPrimitive(int({}));", ctx.var_alloc.Consume(stream)); } } // namespace Shader::Backend::GLSL