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Ryujinx/Ryujinx.Graphics.Shader/CodeGen/Glsl/CodeGenContext.cs
gdkchan b066cfc1a3
Add support for shader constant buffer slot indexing (#1608)
* Add support for shader constant buffer slot indexing

* Fix typo
2020-10-12 21:40:50 -03:00

115 lines
No EOL
3 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System.Collections.Generic;
using System.Text;
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
class CodeGenContext
{
public const string Tab = " ";
public ShaderConfig Config { get; }
public bool CbIndexable { get; }
public List<BufferDescriptor> CBufferDescriptors { get; }
public List<BufferDescriptor> SBufferDescriptors { get; }
public List<TextureDescriptor> TextureDescriptors { get; }
public List<TextureDescriptor> ImageDescriptors { get; }
public OperandManager OperandManager { get; }
private StringBuilder _sb;
private int _level;
private string _indentation;
public CodeGenContext(ShaderConfig config, bool cbIndexable)
{
Config = config;
CbIndexable = cbIndexable;
CBufferDescriptors = new List<BufferDescriptor>();
SBufferDescriptors = new List<BufferDescriptor>();
TextureDescriptors = new List<TextureDescriptor>();
ImageDescriptors = new List<TextureDescriptor>();
OperandManager = new OperandManager();
_sb = new StringBuilder();
}
public void AppendLine()
{
_sb.AppendLine();
}
public void AppendLine(string str)
{
_sb.AppendLine(_indentation + str);
}
public string GetCode()
{
return _sb.ToString();
}
public void EnterScope()
{
AppendLine("{");
_level++;
UpdateIndentation();
}
public void LeaveScope(string suffix = "")
{
if (_level == 0)
{
return;
}
_level--;
UpdateIndentation();
AppendLine("}" + suffix);
}
public int FindTextureDescriptorIndex(AstTextureOperation texOp)
{
AstOperand operand = texOp.GetSource(0) as AstOperand;
bool bindless = (texOp.Flags & TextureFlags.Bindless) > 0;
int cBufSlot = bindless ? operand.CbufSlot : 0;
int cBufOffset = bindless ? operand.CbufOffset : 0;
return TextureDescriptors.FindIndex(descriptor =>
descriptor.Type == texOp.Type &&
descriptor.HandleIndex == texOp.Handle &&
descriptor.CbufSlot == cBufSlot &&
descriptor.CbufOffset == cBufOffset);
}
private void UpdateIndentation()
{
_indentation = GetIndentation(_level);
}
private static string GetIndentation(int level)
{
string indentation = string.Empty;
for (int index = 0; index < level; index++)
{
indentation += Tab;
}
return indentation;
}
}
}