1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
|
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <string_view>
#include <sirit/sirit.h>
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"
#include "shader_recompiler/shader_info.h"
namespace Shader::Backend::SPIRV {
using Sirit::Id;
class VectorTypes {
public:
void Define(Sirit::Module& sirit_ctx, Id base_type, std::string_view name);
[[nodiscard]] Id operator[](size_t size) const noexcept {
return defs[size - 1];
}
private:
std::array<Id, 4> defs{};
};
struct TextureDefinition {
Id id;
Id sampled_type;
Id image_type;
};
struct UniformDefinitions {
Id U8{};
Id S8{};
Id U16{};
Id S16{};
Id U32{};
Id F32{};
Id U64{};
};
class EmitContext final : public Sirit::Module {
public:
explicit EmitContext(const Profile& profile, IR::Program& program, u32& binding);
~EmitContext();
[[nodiscard]] Id Def(const IR::Value& value);
const Profile& profile;
Stage stage{};
Id void_id{};
Id U1{};
Id U8{};
Id S8{};
Id U16{};
Id S16{};
Id U64{};
VectorTypes F32;
VectorTypes U32;
VectorTypes F16;
VectorTypes F64;
Id true_value{};
Id false_value{};
Id u32_zero_value{};
UniformDefinitions uniform_types;
Id private_u32{};
Id shared_u8{};
Id shared_u16{};
Id shared_u32{};
Id shared_u32x2{};
Id shared_u32x4{};
Id input_f32{};
Id input_u32{};
Id input_s32{};
Id output_f32{};
Id storage_u32{};
std::array<UniformDefinitions, Info::MAX_CBUFS> cbufs{};
std::array<Id, Info::MAX_SSBOS> ssbos{};
std::vector<TextureDefinition> textures;
Id workgroup_id{};
Id local_invocation_id{};
Id subgroup_local_invocation_id{};
Id instance_id{};
Id instance_index{};
Id base_instance{};
Id vertex_id{};
Id vertex_index{};
Id base_vertex{};
Id front_face{};
Id local_memory{};
Id shared_memory_u8{};
Id shared_memory_u16{};
Id shared_memory_u32{};
Id shared_memory_u32x2{};
Id shared_memory_u32x4{};
Id shared_store_u8_func{};
Id shared_store_u16_func{};
Id input_position{};
std::array<Id, 32> input_generics{};
Id output_position{};
std::array<Id, 32> output_generics{};
std::array<Id, 8> frag_color{};
Id frag_depth{};
std::vector<Id> interfaces;
private:
void DefineCommonTypes(const Info& info);
void DefineCommonConstants();
void DefineInterfaces(const Info& info);
void DefineLocalMemory(const IR::Program& program);
void DefineSharedMemory(const IR::Program& program);
void DefineConstantBuffers(const Info& info, u32& binding);
void DefineStorageBuffers(const Info& info, u32& binding);
void DefineTextures(const Info& info, u32& binding);
void DefineLabels(IR::Program& program);
void DefineConstantBuffers(const Info& info, Id UniformDefinitions::*member_type, u32 binding,
Id type, char type_char, u32 element_size);
void DefineInputs(const Info& info);
void DefineOutputs(const Info& info);
};
} // namespace Shader::Backend::SPIRV
|