6b23a2c125
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
90 lines
1.9 KiB
C#
90 lines
1.9 KiB
C#
using System.Collections.Generic;
|
|
using System.Text;
|
|
|
|
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|
{
|
|
class CodeGenContext
|
|
{
|
|
private const string Tab = " ";
|
|
|
|
public ShaderConfig Config { get; }
|
|
|
|
public List<CBufferDescriptor> CBufferDescriptors { get; }
|
|
public List<TextureDescriptor> TextureDescriptors { get; }
|
|
|
|
public OperandManager OperandManager { get; }
|
|
|
|
private StringBuilder _sb;
|
|
|
|
private int _level;
|
|
|
|
private string _identation;
|
|
|
|
public CodeGenContext(ShaderConfig config)
|
|
{
|
|
Config = config;
|
|
|
|
CBufferDescriptors = new List<CBufferDescriptor>();
|
|
TextureDescriptors = new List<TextureDescriptor>();
|
|
|
|
OperandManager = new OperandManager();
|
|
|
|
_sb = new StringBuilder();
|
|
}
|
|
|
|
public void AppendLine()
|
|
{
|
|
_sb.AppendLine();
|
|
}
|
|
|
|
public void AppendLine(string str)
|
|
{
|
|
_sb.AppendLine(_identation + str);
|
|
}
|
|
|
|
public string GetCode()
|
|
{
|
|
return _sb.ToString();
|
|
}
|
|
|
|
public void EnterScope()
|
|
{
|
|
AppendLine("{");
|
|
|
|
_level++;
|
|
|
|
UpdateIdentation();
|
|
}
|
|
|
|
public void LeaveScope(string suffix = "")
|
|
{
|
|
if (_level == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_level--;
|
|
|
|
UpdateIdentation();
|
|
|
|
AppendLine("}" + suffix);
|
|
}
|
|
|
|
private void UpdateIdentation()
|
|
{
|
|
_identation = GetIdentation(_level);
|
|
}
|
|
|
|
private static string GetIdentation(int level)
|
|
{
|
|
string identation = string.Empty;
|
|
|
|
for (int index = 0; index < level; index++)
|
|
{
|
|
identation += Tab;
|
|
}
|
|
|
|
return identation;
|
|
}
|
|
}
|
|
} |