mirror of
https://github.com/Ryujinx/Ryujinx.git
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b066cfc1a3
* Add support for shader constant buffer slot indexing * Fix typo
115 lines
No EOL
3 KiB
C#
115 lines
No EOL
3 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Collections.Generic;
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using System.Text;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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class CodeGenContext
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{
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public const string Tab = " ";
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public ShaderConfig Config { get; }
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public bool CbIndexable { get; }
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public List<BufferDescriptor> CBufferDescriptors { get; }
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public List<BufferDescriptor> SBufferDescriptors { get; }
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public List<TextureDescriptor> TextureDescriptors { get; }
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public List<TextureDescriptor> ImageDescriptors { get; }
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public OperandManager OperandManager { get; }
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private StringBuilder _sb;
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private int _level;
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private string _indentation;
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public CodeGenContext(ShaderConfig config, bool cbIndexable)
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{
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Config = config;
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CbIndexable = cbIndexable;
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CBufferDescriptors = new List<BufferDescriptor>();
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SBufferDescriptors = new List<BufferDescriptor>();
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TextureDescriptors = new List<TextureDescriptor>();
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ImageDescriptors = new List<TextureDescriptor>();
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OperandManager = new OperandManager();
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_sb = new StringBuilder();
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}
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public void AppendLine()
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{
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_sb.AppendLine();
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}
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public void AppendLine(string str)
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{
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_sb.AppendLine(_indentation + str);
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}
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public string GetCode()
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{
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return _sb.ToString();
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}
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public void EnterScope()
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{
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AppendLine("{");
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_level++;
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UpdateIndentation();
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}
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public void LeaveScope(string suffix = "")
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{
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if (_level == 0)
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{
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return;
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}
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_level--;
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UpdateIndentation();
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AppendLine("}" + suffix);
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}
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public int FindTextureDescriptorIndex(AstTextureOperation texOp)
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{
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AstOperand operand = texOp.GetSource(0) as AstOperand;
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bool bindless = (texOp.Flags & TextureFlags.Bindless) > 0;
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int cBufSlot = bindless ? operand.CbufSlot : 0;
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int cBufOffset = bindless ? operand.CbufOffset : 0;
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return TextureDescriptors.FindIndex(descriptor =>
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descriptor.Type == texOp.Type &&
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descriptor.HandleIndex == texOp.Handle &&
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descriptor.CbufSlot == cBufSlot &&
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descriptor.CbufOffset == cBufOffset);
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}
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private void UpdateIndentation()
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{
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_indentation = GetIndentation(_level);
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}
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private static string GetIndentation(int level)
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{
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string indentation = string.Empty;
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for (int index = 0; index < level; index++)
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{
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indentation += Tab;
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}
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return indentation;
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}
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}
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} |